1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83
|
// [config]
// expect_result: pass
// glsl_version: 1.10
//
// [end config]
/*
===========================================================================
Copyright (C) 2006 Robert Beckebans <trebor_7@users.sourceforge.net>
This file is part of XreaL source code.
XreaL source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
XreaL source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
uniform sampler2D u_DiffuseMap;
uniform sampler2D u_BumpMap;
uniform sampler2D u_SpecularMap;
uniform sampler2D u_AttenuationMapXY;
uniform sampler2D u_AttenuationMapZ;
uniform vec3 u_ViewOrigin;
uniform vec3 u_LightOrigin;
uniform vec3 u_LightColor;
uniform float u_LightScale;
uniform float u_SpecularExponent;
varying vec3 var_Vertex;
varying vec2 var_TexDiffuse;
varying vec2 var_TexBump;
varying vec2 var_TexSpecular;
varying vec4 var_TexAtten;
varying mat3 var_OS2TSMatrix;
void main()
{
// compute view direction in tangent space
vec3 V = normalize(var_OS2TSMatrix * (u_ViewOrigin - var_Vertex));
// compute light direction in tangent space
vec3 L = normalize(var_OS2TSMatrix * (u_LightOrigin - var_Vertex));
// compute half angle in tangent space
vec3 H = normalize(L + V);
// compute normal in tangent space from bumpmap
vec3 N = 2.0 * (texture2D(u_BumpMap, var_TexBump).xyz - 0.5);
N = normalize(N);
// compute the diffuse term
vec4 diffuse = texture2D(u_DiffuseMap, var_TexDiffuse);
diffuse.rgb *= u_LightColor * clamp(dot(N, L), 0.0, 1.0);
// compute the specular term
vec3 specular = texture2D(u_SpecularMap, var_TexSpecular).rgb * u_LightColor * pow(clamp(dot(N, H), 0.0, 1.0), u_SpecularExponent);
// compute attenuation
// vec3 attenuationXY = texture2D(u_AttenuationMapXY, var_TexAtten.xy).rgb;
vec3 attenuationXY = texture2DProj(u_AttenuationMapXY, vec3(var_TexAtten.x, var_TexAtten.y, var_TexAtten.w)).rgb;
vec3 attenuationZ = texture2D(u_AttenuationMapZ, vec2(var_TexAtten.z, 0)).rgb;
// compute final color
vec4 color = diffuse;
color.rgb += specular;
color.rgb *= attenuationXY;
color.rgb *= attenuationZ;
color.rgb *= u_LightScale;
gl_FragColor = color;
}
|