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fgdata/Shaders/sunlight-noshadow.frag

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1.4 KiB
GLSL

uniform mat4 fg_ViewMatrix;
uniform sampler2D depth_tex;
uniform sampler2D normal_tex;
uniform sampler2D color_tex;
uniform sampler2D spec_emis_tex;
uniform vec4 fg_SunDiffuseColor;
uniform vec4 fg_SunSpecularColor;
uniform vec3 fg_SunDirection;
uniform vec3 fg_Planes;
varying vec3 ray;
vec3 normal_decode(vec2 enc);
void main() {
vec2 coords = gl_TexCoord[0].xy;
vec4 spec_emis = texture2D( spec_emis_tex, coords );
if ( spec_emis.a < 0.1 )
discard;
vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
vec3 viewDir = normalize(ray);
vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;
lightDir = normalize( lightDir );
vec3 color = texture2D( color_tex, coords ).rgb;
vec3 Idiff = clamp( dot( lightDir, normal ), 0.0, 1.0 ) * color * fg_SunDiffuseColor.rgb;
vec3 halfDir = normalize( lightDir - viewDir );
vec3 Ispec = vec3(0.0);
vec3 Iemis = spec_emis.z * color;
float cosAngIncidence = clamp(dot(normal, lightDir), 0.0, 1.0);
float blinnTerm = clamp( dot( halfDir, normal ), 0.0, 1.0 );
if (cosAngIncidence > 0.0)
Ispec = pow( blinnTerm, spec_emis.y * 128.0 ) * spec_emis.x * fg_SunSpecularColor.rgb;
float matID = texture2D( color_tex, coords ).a * 255.0;
if (matID >= 254.0)
Idiff += Ispec * spec_emis.x;
gl_FragColor = vec4(Idiff + Ispec + Iemis, 1.0);
}