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authortaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-08-06 11:57:50 +0000
committertaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-08-06 11:57:50 +0000
commit0e4e0572ca74b33c145a0baea6d46e82f60237b2 (patch)
treef197e2821b1161f3dff8020013c70632305579b6
parenta0b70225f13afa534e6dbea37e46c2f46065a80f (diff)
Shuffle stuff around. Back to Phong...
git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@216 84d2e878-0bd5-11dd-ad15-13eda11d74c5
-rw-r--r--data/shaders/lighting.frag19
-rw-r--r--data/shaders/lighting.vert15
2 files changed, 22 insertions, 12 deletions
diff --git a/data/shaders/lighting.frag b/data/shaders/lighting.frag
index 1bc0afd..39caf72 100644
--- a/data/shaders/lighting.frag
+++ b/data/shaders/lighting.frag
@@ -9,10 +9,11 @@
*
*/
+varying vec3 pos;
varying vec3 normal;
varying vec3 light0vc;
-varying vec3 light0hvc;
+varying vec3 light0half;
varying vec3 light1vc;
varying vec3 light2vc;
varying vec3 light2hvc;
@@ -61,22 +62,26 @@ void main() {
} else {
/* Spotlight (light 0) - positional, spotlight */
- float falloff;
- float spot;
- float ndothv;
+ float falloff, spot;
+ float spec_fac;
+ vec3 L, E, R;
- falloff = 1/ ( gl_LightSource[0].constantAttenuation
+ falloff = 1.0 / ( gl_LightSource[0].constantAttenuation
+ gl_LightSource[0].linearAttenuation * length(light0vc)
+ gl_LightSource[0].quadraticAttenuation * pow(length(light0vc), 2.0) );
spot = max(dot(normalize(-light0vc), gl_LightSource[0].spotDirection), 0.0);
spot = pow(spot, gl_LightSource[0].spotExponent);
- ndothv = max(dot(norm, normalize(light0hvc)), 0.0);
+ L = normalize(gl_LightSource[0].position.xyz - pos);
+ E = normalize(-pos);
+ R = normalize(-reflect(L, norm));
+
+ spec_fac = max(0.0, dot(R, E));
diff += col_ambi_diff * gl_LightSource[0].diffuse.rgb * spot * falloff *
max(dot(normalize(light0vc).xyz, norm), 0.0);
- spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * spot * falloff * pow(ndothv, 80.0);
+ spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * spot * falloff * pow(spec_fac, 80.0);
/* Background glow (light 1) - diffuse only, directional */
diff += col_ambi_diff * gl_LightSource[1].diffuse.rgb * max(dot(vec3(light1vc), norm), 0.0);
diff --git a/data/shaders/lighting.vert b/data/shaders/lighting.vert
index 914d6ac..d9306e6 100644
--- a/data/shaders/lighting.vert
+++ b/data/shaders/lighting.vert
@@ -9,10 +9,11 @@
*
*/
+varying vec3 pos;
varying vec3 normal;
varying vec3 light0vc;
-varying vec3 light0hvc;
+varying vec3 light0half;
varying vec3 light1vc;
varying vec3 light2vc;
varying vec3 light2hvc;
@@ -22,10 +23,15 @@ varying vec3 col_emit;
void main() {
+ vec4 vert;
+
+ vert = gl_ModelViewMatrix * gl_Vertex;
+ pos = vert.xyz;
+ normal = gl_NormalMatrix * gl_Normal;
+
/* Spotlight - positional light */
- vec4 vert = gl_ModelViewMatrix * gl_Vertex;
- light0vc = gl_LightSource[0].position.xyz - vert.xyz;
- light0hvc = vec3(gl_LightSource[0].halfVector - vert);
+ light0vc = gl_LightSource[0].position.xyz - vert.xyz; /* Don't normalise here */
+ light0half = normalize(normalize(light0vc) + normalize(-vert.xyz));
/* Diffuse "background glow" - this can be normalised only once, here, since 'position'
* is really 'direction' and is the same for all vertices. */
@@ -36,7 +42,6 @@ void main() {
light2hvc = normalize(vec3(gl_LightSource[2].halfVector - vert));
/* Material properties */
- normal = gl_NormalMatrix * gl_Normal;
col_ambi_diff = gl_Color.rgb;
col_emit = gl_FrontMaterial.emission.rgb;