From a655a74010577609339013065eecdb9024f0aa1b Mon Sep 17 00:00:00 2001 From: taw27 Date: Wed, 6 Aug 2008 11:57:50 +0000 Subject: Moving things around git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@217 84d2e878-0bd5-11dd-ad15-13eda11d74c5 --- data/shaders/lighting.frag | 35 ++++++++++++++++++++++------------- data/shaders/lighting.vert | 11 +++-------- 2 files changed, 25 insertions(+), 21 deletions(-) (limited to 'data') diff --git a/data/shaders/lighting.frag b/data/shaders/lighting.frag index 39caf72..7ec0d3e 100644 --- a/data/shaders/lighting.frag +++ b/data/shaders/lighting.frag @@ -50,41 +50,50 @@ void main() { /* Emission */ emit = col_emit; - /* Fill-in light (light 2) */ if ( fill_light_enabled ) { - float ndothv; + float diff_fac, spec_fac; + vec3 L, E, R; + + /* Light 2: Fill-in for lander craft */ + L = normalize(gl_LightSource[2].position.xyz - pos); + E = normalize(-pos); + R = normalize(-reflect(L, norm)); + diff_fac = max(0.0, dot(normalize(light2vc).xyz, norm)); + spec_fac = max(0.0, dot(R, E)); + spec_fac = pow(spec_fac, 80.0); - 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); + diff += col_ambi_diff * gl_LightSource[2].diffuse.rgb * diff_fac; + spec += gl_LightSource[2].specular.rgb * spec_fac; } else { - /* Spotlight (light 0) - positional, spotlight */ float falloff, spot; - float spec_fac; + float diff_fac, spec_fac; vec3 L, E, R; + /* Light 0: Lander craft's spotlight */ 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); + diff_fac = max(0.0, dot(normalize(light0vc).xyz, norm)); + L = normalize(gl_LightSource[0].position.xyz - pos); E = normalize(-pos); R = normalize(-reflect(L, norm)); - spec_fac = max(0.0, dot(R, E)); + spec_fac = pow(spec_fac, 80.0); - diff += col_ambi_diff * gl_LightSource[0].diffuse.rgb * spot * falloff * - max(dot(normalize(light0vc).xyz, norm), 0.0); + diff += col_ambi_diff * gl_LightSource[0].diffuse.rgb * spot * falloff * diff_fac; - spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * spot * falloff * pow(spec_fac, 80.0); + spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * spot * falloff * spec_fac; - /* Background glow (light 1) - diffuse only, directional */ - diff += col_ambi_diff * gl_LightSource[1].diffuse.rgb * max(dot(vec3(light1vc), norm), 0.0); + /* Light 1: Diffuse background glow */ + diff += col_ambi_diff * gl_LightSource[1].diffuse.rgb * max(0.0, dot(vec3(light1vc), norm)); } diff --git a/data/shaders/lighting.vert b/data/shaders/lighting.vert index d9306e6..32aa176 100644 --- a/data/shaders/lighting.vert +++ b/data/shaders/lighting.vert @@ -13,10 +13,8 @@ varying vec3 pos; varying vec3 normal; varying vec3 light0vc; -varying vec3 light0half; varying vec3 light1vc; varying vec3 light2vc; -varying vec3 light2hvc; varying vec3 col_ambi_diff; varying vec3 col_emit; @@ -29,17 +27,14 @@ void main() { pos = vert.xyz; normal = gl_NormalMatrix * gl_Normal; - /* Spotlight - positional light */ + /* Light 0: Lander craft's spotlight */ 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. */ + /* Light 1: Diffuse background glow */ light1vc = normalize(vec3(gl_LightSource[1].position)); - /* Fill-in light */ + /* Light 2: Fill-in light for lander */ light2vc = normalize(vec3(gl_LightSource[2].position)); - light2hvc = normalize(vec3(gl_LightSource[2].halfVector - vert)); /* Material properties */ col_ambi_diff = gl_Color.rgb; -- cgit v1.2.3