70 lines
2 KiB
GLSL
70 lines
2 KiB
GLSL
uniform vec2 fg_BufferSize;
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uniform vec3 fg_Planes;
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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 vec4 LightPosition;
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uniform vec4 LightDirection;
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uniform vec4 Ambient;
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uniform vec4 Diffuse;
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uniform vec4 Specular;
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uniform vec3 Attenuation;
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uniform float Exponent;
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uniform float Cutoff;
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uniform float CosCutoff;
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uniform float Near;
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uniform float Far;
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varying vec4 ecPosition;
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void main() {
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vec3 ray = ecPosition.xyz / ecPosition.w;
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vec3 ecPos3 = ray;
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vec3 viewDir = normalize(ray);
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vec2 coords = gl_FragCoord.xy / fg_BufferSize;
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float depth = texture2D( depth_tex, coords ).r;
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vec3 normal;
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normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);
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normal.z = sqrt( 1 - dot( normal.xy, normal.xy ) );
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vec4 spec_emis = texture2D( spec_emis_tex, coords );
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vec3 pos;
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pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);
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pos.xy = viewDir.xy * pos.z / viewDir.z;
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if ( pos.z < ecPos3.z ) // Negative direction in z
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discard; // Don't light surface outside the light volume
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vec3 VP = LightPosition.xyz - pos;
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if ( dot( VP, VP ) > ( Far * Far ) )
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discard; // Don't light surface outside the light volume
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float d = length( VP );
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VP /= d;
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vec3 halfVector = normalize(VP - viewDir);
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float att = 1.0 / (Attenuation.x + Attenuation.y * d + Attenuation.z *d*d);
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float spotDot = dot(-VP, normalize(LightDirection.xyz));
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float spotAttenuation = 0.0;
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if (spotDot < CosCutoff)
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spotAttenuation = 0.0;
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else
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spotAttenuation = pow(spotDot, Exponent);
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att *= spotAttenuation;
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float nDotVP = max(0.0, dot(normal, VP));
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float nDotHV = max(0.0, dot(normal, halfVector));
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vec4 color = texture2D( color_tex, coords );
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vec4 Iamb = Ambient * color * att;
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vec4 Idiff = Diffuse * color * att * nDotVP;
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vec3 Ispec = pow( nDotHV, spec_emis.y ) * spec_emis.x * att * Specular.rgb;
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vec3 Ispec = 0.0;
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gl_FragColor = vec4(Iamb.rgb + Idiff.rgb + Ispec, 1.0);
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}
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