File: hpl1_BumpSpec_Light_Spot.fragment

package info (click to toggle)
scummvm 2.9.1%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 450,580 kB
  • sloc: cpp: 4,299,825; asm: 28,322; python: 12,901; sh: 11,302; java: 9,289; xml: 7,895; perl: 2,639; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (46 lines) | stat: -rw-r--r-- 1,374 bytes parent folder | download | duplicates (3)
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
// 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 SPOTLIGHTING FRAGMENT PROGRAM /////////////
///////////////////////////////////////////////////////

in vec4 vLightColor;
in vec2 vUv;
in vec3 vLightDir;
in vec3 vHalfVec;
in vec4 vSpotlightUv;

OUTPUT

uniform sampler2D tex0; //diffuseMap
uniform sampler2D tex1; //normalMap
uniform sampler1D tex3; //falloffMap
uniform sampler2D tex4; //spotlightMap
uniform sampler1D tex5; //spotNegRejectMap

void main()
{
	vec3 diffuse = texture(tex0, vUv).xyz;

	vec4 bumpVec = texture(tex1, vUv);
	bumpVec.xyz = (2.0*bumpVec.xyz)-vec3(1.0);

	vec3 lightVec = normalize(vLightDir);
	vec3 normHalfVec = 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(normHalfVec, bumpVec.xyz), 0.0, 1.0);
	specular = pow(specular, 16.0) * vLightColor.w * clamp(bumpVec.w, 0.0, 1.0) * clamp(spotColor.w, 0.0, 1.0);

	outColor.xyz = diffuse * dot(lightVec, bumpVec.xyz) * vLightColor.xyz * spotColor.xyz +
					specular;
	outColor.xyz *= attenuation * rejectNeg;
}