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-rw-r--r--data/shaders/lighting.frag50
1 files changed, 26 insertions, 24 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 ) {