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// Copyright 2006-2010 (C) - Frictional Games
//
// This file is part of HPL1 Engine
//
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
//
///////////////////////////////////////////////////////
/// DIFFUSE SPECULAR SPOTLIGHTING FRAGMENT PROGRAM /////////////
///////////////////////////////////////////////////////
in vec4 vLightColor;
in vec2 vUv;
in vec3 vLightDir;
in vec3 vHalfVec;
in vec4 vSpotlightUv;
OUTPUT
uniform sampler2D tex0; //diffuseMap
uniform sampler1D tex3; //falloffMap
uniform sampler2D tex4; //spotlightMap
uniform sampler1D tex5; //spotNegRejectMap
void main()
{
vec3 diffuse = texture(tex0, vUv).xyz;
vec3 lightNormal = normalize(vLightDir);
vec3 halfVec = normalize(vHalfVec);
float attenuation = texture1D(tex3,dot(vLightDir,vLightDir)).x;
vec4 spotColor = texture(tex4, vSpotlightUv.xy / vSpotlightUv.w);
float rejectNeg = texture1D(tex5,vSpotlightUv.z + 0.5).x;
float specular = clamp(dot(halfVec, vec3(0,0,1)), 0.0, 1.0);
specular = pow(specular, 16.0) * vLightColor.w * spotColor.w;
outColor.xyz = specular + diffuse * dot(lightNormal, vec3(0,0,1)) * vLightColor.xyz * spotColor.xyz;
outColor.xyz *= attenuation * rejectNeg;
}
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