74 lines
2.9 KiB
GLSL
74 lines
2.9 KiB
GLSL
uniform mat4 fg_ViewMatrix;
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uniform sampler2D depth_tex;
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uniform sampler2D normal_tex;
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uniform sampler2D color_tex;
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uniform sampler2D spec_emis_tex;
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uniform sampler2DShadow shadow_tex;
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uniform vec4 fg_SunDiffuseColor;
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uniform vec4 fg_SunSpecularColor;
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uniform vec3 fg_SunDirection;
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uniform vec3 fg_Planes;
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uniform vec4 fg_ShadowDistances;
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uniform int filtering;
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varying vec3 ray;
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varying vec4 eyePlaneS;
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varying vec4 eyePlaneT;
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varying vec4 eyePlaneR;
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varying vec4 eyePlaneQ;
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vec3 position( vec3 viewdir, float depth );
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vec3 normal_decode(vec2 enc);
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vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )
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{
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vec4 coords;
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if (ecPosition.z > -fg_ShadowDistances.x) {
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tint = vec4(0.0,1.0,0.0,1.0);
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coords.s = dot( ecPosition, eyePlaneS );
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coords.t = dot( ecPosition, eyePlaneT );
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coords.p = dot( ecPosition, eyePlaneR );
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coords.q = dot( ecPosition, eyePlaneQ );
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} else {
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return vec4(1.1,1.1,0.0,1.0); // outside, clamp to border
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}
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return coords;
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}
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void main() {
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vec2 coords = gl_TexCoord[0].xy;
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vec4 spec_emis = texture2D( spec_emis_tex, coords );
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if ( spec_emis.a < 0.1 )
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discard;
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vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
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float len = length(normal);
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normal /= len;
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vec3 viewDir = normalize(ray);
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vec3 pos = position( viewDir, texture2D( depth_tex, coords ).r );
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vec4 tint;
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float shadow;
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if (filtering == 2) {
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shadow += 0.333 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos, 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, 0.002 * pos.z, 0), 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, 0.002 * pos.z, 0), 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r;
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} else {
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shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;
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}
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vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;
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lightDir = normalize( lightDir );
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vec3 color = texture2D( color_tex, coords ).rgb;
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vec3 Idiff = clamp( dot( lightDir, normal ), 0.0, 1.0 ) * color * fg_SunDiffuseColor.rgb;
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vec3 halfDir = lightDir - viewDir;
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len = length( halfDir );
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vec3 Ispec = vec3(0.0);
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vec3 Iemis = spec_emis.z * color;
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if (len > 0.0001) {
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halfDir /= len;
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Ispec = pow( clamp( dot( halfDir, normal ), 0.0, 1.0 ), spec_emis.y * 128.0 ) * spec_emis.x * fg_SunSpecularColor.rgb;
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}
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gl_FragColor = vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0);
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// gl_FragColor = mix(tint, vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0), 0.92);
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}
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