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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
//
///////////////////////////////////////////////////////
/// SPECULAR BUMPMAPPING 2D VERTEX PROGRAM ////////////
///////////////////////////////////////////////////////
vec4 position = gl_Vertex;
vec3 normal = gl_Normal;
vec2 uv = gl_MultiTexCoord0.xy;
out vec4 vColor
out vec2 vUv;
out vec3 vLightDir;
out vec3 vHalfVec;
out vec2 vScreenPos;
uniform mat4 worldViewProj;
uniform vec3 LightPos;
uniform vec3 EyePos;
uniform float LightRadius;
uniform vec4 LightColor;
void main()
{
vec3 L;
//Get the direction of the light and normalize it
vLightDir.xy = position.xy - LightPos.xy;
vScreenPos = (vLightDir.xy + (LightRadius)) / (LightRadius * 2.0);
//rotate the light to texture (tangent) space. Normal x=cos(angle) y = sin(angle)
vec2 TempLight = vLightDir.xy;
vLighttDir.x = normal.x*TempLight.x + normal.y*TempLight.y;
vLighttDir.y = normal.x*TempLight.y - normal.y*TempLight.x;
vLighttDir.x *= normal.z / abs(normal.z);
vLighttDir.y *= abs(normal.z)-2.0;
vLighttDir.z = -LightPos.z;
vLighttDir = normalize(vLightDir);
//Get the halfangle and normalize it
vHalfVec.xy = position.xy - EyePos.xy;
vHalfVec.z = -EyePos.y;
///rotate halfvec as well NOTE: Not sure you need this...
vec2 TempHalfVec = vHalfVec.xy;
vHalfVec.x = normal.x*TempHalfVec.x + normal.y*TempHalfVec.y;
vHalfVec.y = normal.x*TempHalfVec.y - normal.y*TempHalfVec.x;
vHalfVec.x *= normal.z/abs(normal.z);
vHalfVec.y *= abs(normal.z) - 2.0;
vHalfVec = normalize(vHalfVec);
vHalfVec = normalize(vHalfVec + vLightDir);
gl_Position = worldViewProj * position;
vColor = clamp(LightColor, vec4(0.0), vec4(1.0));
vUv = uv;
}
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