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authortaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-05-24 21:30:42 +0000
committertaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-05-24 21:30:42 +0000
commit8684d5a1a6d18e32eb15324f19da18ae88472707 (patch)
treea14fd840242c533ec1cf2d949d43a526555efec5 /data
parent3e3436f1a84a3f418e9894356a6262118b30708f (diff)
Loads of shader and lighting stuff
git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@39 84d2e878-0bd5-11dd-ad15-13eda11d74c5
Diffstat (limited to 'data')
-rw-r--r--data/shaders/lighting.frag75
-rw-r--r--data/shaders/lighting.vert39
2 files changed, 68 insertions, 46 deletions
diff --git a/data/shaders/lighting.frag b/data/shaders/lighting.frag
index ee1df5b..77102e9 100644
--- a/data/shaders/lighting.frag
+++ b/data/shaders/lighting.frag
@@ -9,43 +9,56 @@
*
*/
-varying vec4 col_ambi;
-varying vec4 col_diff;
-varying vec4 col_spec;
-varying vec4 col_emit;
-varying float shininess;
-
varying vec3 normal;
-varying vec3 halfvc;
+
+varying vec3 light0vc;
+varying vec3 light1vc;
+varying vec3 light2vc;
+varying vec3 light2hvc;
uniform sampler2D texture;
+uniform int fill_light_enabled;
+
+varying vec3 col_ambi_diff;
+varying vec3 col_emit;
void main() {
- vec4 ambi;
- vec4 diff;
- vec4 spec;
- vec3 light;
- vec3 norml;
-
- /* Ambient contribution */
- ambi = col_ambi * gl_LightModel.ambient;
- ambi += col_ambi * gl_LightSource[0].ambient;
- ambi = vec4(0.0, 0.0, 0.0, 1.0);
-
- /* Diffuse contribution */
- light = vec3(normalize(gl_LightSource[0].position));
- norml = normalize(normal);
- diff = col_diff * clamp(dot(light, normal), 0.0, 1.0);
-
- /* Specular contribution */
- spec = col_spec * clamp(pow(dot( vec3(normal), halfvc ), shininess), 0.0, 1.0);
- spec = vec4(0.0, 0.0, 0.0, 1.0);
-
- gl_FragColor = vec4(min(col_emit.r + ambi.r + diff.r + spec.r, 1.0),
- min(col_emit.g + ambi.g + diff.g + spec.g, 1.0),
- min(col_emit.b + ambi.b + diff.b + spec.b, 1.0),
- min(col_emit.a + ambi.a + diff.a + spec.a, 1.0));
+ vec3 ambi;
+ vec3 emit;
+ vec3 diff = vec3(0.0, 0.0, 0.0);
+ vec3 spec = vec3(0.0, 0.0, 0.0);
+
+ vec3 norm = normalize(normal);
+
+ /* Ambient */
+ ambi = col_ambi_diff * gl_LightModel.ambient.rgb;
+
+ /* Emission */
+ emit = col_emit;
+
+ /* Spotlight (light 0) - diffuse only, positional, spotlight */
+ float falloff = 1 - length(light0vc) * gl_LightSource[0].linearAttenuation;
+ float spot = max(dot(normalize(-light0vc), gl_LightSource[0].spotDirection), 0.0);
+ spot = pow(spot, gl_LightSource[0].spotExponent);
+ diff += col_ambi_diff * gl_LightSource[0].diffuse.rgb * spot * falloff * max(dot(normalize(light0vc).xyz, norm), 0.0);
+
+ /* Background glow (light 1) - diffuse only, directional */
+ diff += col_ambi_diff * gl_LightSource[1].diffuse.rgb * max(dot(vec3(light1vc), norm), 0.0);
+
+ /* Fill-in light (light 2) - this is the only one which has a specular component */
+ if ( fill_light_enabled == 1 ) {
+ /* Diffuse */
+ diff += col_ambi_diff * gl_LightSource[2].diffuse.rgb * max(dot(vec3(light1vc), norm), 0.0);
+ /* Specular */
+ float ndothv = max(dot(norm, normalize(light2hvc)), 0.0);
+ spec = vec3(1.0, 1.0, 1.0) * gl_LightSource[2].specular.rgb * pow(ndothv, 80.0);
+ }
+
+ gl_FragColor = vec4(min(emit.r + ambi.r + diff.r + spec.r, 1.0),
+ min(emit.g + ambi.g + diff.g + spec.g, 1.0),
+ min(emit.b + ambi.b + diff.b + spec.b, 1.0),
+ 1.0);
gl_FragColor *= texture2D(texture, gl_TexCoord[0].st);
diff --git a/data/shaders/lighting.vert b/data/shaders/lighting.vert
index eaa51c2..1817e9f 100644
--- a/data/shaders/lighting.vert
+++ b/data/shaders/lighting.vert
@@ -9,27 +9,36 @@
*
*/
-varying vec4 col_ambi;
-varying vec4 col_diff;
-varying vec4 col_spec;
-varying vec4 col_emit;
-varying float shininess;
-
varying vec3 normal;
-varying vec3 halfvc;
+
+varying vec3 light0vc;
+varying vec3 light1vc;
+varying vec3 light2vc;
+varying vec3 light2hvc;
+
+uniform int fill_light_enabled;
+
+varying vec3 col_ambi_diff;
+varying vec3 col_emit;
void main() {
- /* Directions */
- normal = normalize(gl_NormalMatrix * gl_Normal);
- halfvc = vec3(gl_LightSource[0].halfVector);
+ /* Spotlight - positional light */
+ vec4 vert = gl_ModelViewMatrix * gl_Vertex;
+ light0vc = gl_LightSource[0].position.xyz - vert.xyz;
+
+ /* Diffuse "background glow" - this can be normalised only once, here, since 'position'
+ * is really 'direction' and is the same for all vertices. */
+ light1vc = normalize(vec3(gl_LightSource[1].position));
+
+ /* Fill-in light */
+ light2vc = normalize(vec3(gl_LightSource[2].position));
+ light2hvc = normalize(gl_LightSource[2].halfVector.xyz);
/* Material properties */
- col_ambi = gl_FrontMaterial.ambient;
- col_diff = gl_FrontMaterial.diffuse;
- col_spec = gl_FrontMaterial.specular;
- col_emit = gl_FrontMaterial.emission;
- shininess = gl_FrontMaterial.shininess;
+ normal = gl_NormalMatrix * gl_Normal;
+ col_ambi_diff = gl_Color.rgb;
+ col_emit = gl_FrontMaterial.emission.rgb;
/* Coordinates */
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;