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authortaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-08-06 11:57:49 +0000
committertaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-08-06 11:57:49 +0000
commita0b70225f13afa534e6dbea37e46c2f46065a80f (patch)
treea50f8c8ca404e9407a1ce2d29a06e5ab0e0faec8
parent6409f4374b1fc7297f60b7129c05fd9bda483a3f (diff)
Revert shaders to a previous working version
git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@215 84d2e878-0bd5-11dd-ad15-13eda11d74c5
-rw-r--r--data/shaders/lighting.frag50
-rw-r--r--data/shaders/lighting.vert34
2 files changed, 37 insertions, 47 deletions
diff --git a/data/shaders/lighting.frag b/data/shaders/lighting.frag
index 6e3fe65..1bc0afd 100644
--- a/data/shaders/lighting.frag
+++ b/data/shaders/lighting.frag
@@ -10,15 +10,12 @@
*/
varying vec3 normal;
-varying vec3 col_ambi_diff;
-varying vec3 col_emit;
varying vec3 light0vc;
-varying vec3 light0half;
-varying float light0dist;
-
+varying vec3 light0hvc;
varying vec3 light1vc;
varying vec3 light2vc;
+varying vec3 light2hvc;
uniform sampler2D texture;
uniform sampler2D normalmap;
@@ -29,6 +26,9 @@ uniform bool texture_enabled;
uniform bool texture_emits;
uniform float alpha;
+varying vec3 col_ambi_diff;
+varying vec3 col_emit;
+
void main() {
vec3 ambi;
@@ -48,37 +48,39 @@ void main() {
/* Emission */
emit = col_emit;
-
- if ( fill_light_enabled ) {
- /* Light 2: Fill-in light for lander */
- float diff_fac, spec_fac;
+ /* Fill-in light (light 2) */
+ if ( fill_light_enabled ) {
- diff_fac = max(dot(norm, normalize(light2vc)), 0.0);
- diff += col_ambi_diff * gl_LightSource[2].diffuse.rgb * diff_fac;
+ float ndothv;
+ ndothv = max(dot(norm, normalize(light2hvc)), 0.0);
+ diff += col_ambi_diff * gl_LightSource[2].diffuse.rgb * max(dot(vec3(light1vc), norm), 0.0);
+ spec += gl_LightSource[2].specular.rgb * pow(ndothv, 80.0);
+
} else {
- /* Light 0: Lander craft's spotlight */
- float falloff, spot;
- float diff_fac, spec_fac;
-
- falloff = 1.0 / ( gl_LightSource[0].constantAttenuation
- + gl_LightSource[0].linearAttenuation * light0dist
- + gl_LightSource[0].quadraticAttenuation * light0dist * light0dist );
+ /* Spotlight (light 0) - positional, spotlight */
+ float falloff;
+ float spot;
+ float ndothv;
+ falloff = 1/ ( 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);
- diff_fac = max(0.0, dot(norm, normalize(light0vc)));
- diff += col_ambi_diff * gl_LightSource[0].diffuse.rgb * spot * falloff * diff_fac;
+ ndothv = max(dot(norm, normalize(light0hvc)), 0.0);
- //spec_fac = pow(max(0.0, dot(normalize(light0half), norm)), 80.0);
- //spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * spot * falloff * spec_fac;
+ diff += col_ambi_diff * gl_LightSource[0].diffuse.rgb * spot * falloff *
+ max(dot(normalize(light0vc).xyz, norm), 0.0);
- /* Light 1: Background glow */
- diff += col_ambi_diff * gl_LightSource[1].diffuse.rgb * max(0.0, dot(light1vc, norm));
+ spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * spot * falloff * pow(ndothv, 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);
+
}
if ( texture_enabled ) {
diff --git a/data/shaders/lighting.vert b/data/shaders/lighting.vert
index af80574..914d6ac 100644
--- a/data/shaders/lighting.vert
+++ b/data/shaders/lighting.vert
@@ -10,45 +10,33 @@
*/
varying vec3 normal;
-varying vec3 col_ambi_diff;
-varying vec3 col_emit;
varying vec3 light0vc;
-varying vec3 light0half;
-varying float light0dist;
-
+varying vec3 light0hvc;
varying vec3 light1vc;
varying vec3 light2vc;
+varying vec3 light2hvc;
-vec3 v4conv3(vec4 a) {
- vec4 div = a/(a.w);
- return div.xyz;
-}
+varying vec3 col_ambi_diff;
+varying vec3 col_emit;
void main() {
- vec4 vert;
- vec3 vert_to_light;
- vec3 vert_to_eye;
-
- vert = gl_ModelViewMatrix * gl_Vertex;
- normal = gl_NormalMatrix * gl_Normal;
-
/* Spotlight - positional light */
- vert_to_light = v4conv3(gl_LightSource[0].position - vert);
- light0dist = length(vert_to_light);
- light0vc = normalize(vert_to_light);
- vert_to_eye = v4conv3(-vert);
- light0half = normalize(normalize(vert_to_eye) + light0vc);
+ vec4 vert = gl_ModelViewMatrix * gl_Vertex;
+ light0vc = gl_LightSource[0].position.xyz - vert.xyz;
+ light0hvc = vec3(gl_LightSource[0].halfVector - vert);
/* Diffuse "background glow" - this can be normalised only once, here, since 'position'
* is really 'direction' and is the same for all vertices. */
- light1vc = normalize(v4conv3(gl_LightSource[1].position));
+ light1vc = normalize(vec3(gl_LightSource[1].position));
/* Fill-in light */
- light2vc = normalize(v4conv3(gl_LightSource[2].position));
+ light2vc = normalize(vec3(gl_LightSource[2].position));
+ 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;