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path: root/data/shaders/fill-light.frag
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/*
 * lighting.frag
 *
 * Lighting calculations
 *
 * (c) 2007-2008 Thomas White <taw27@cam.ac.uk>
 *
 *  thrust3d - a silly game
 *
 */

varying vec3 pos;
varying vec3 normal;

varying vec3 light2vc;

uniform sampler2D texture;
uniform sampler2D normalmap;

uniform bool has_normals;
uniform bool texture_enabled;
uniform bool texture_emits;
uniform float alpha;

varying vec3 col_ambi_diff;
varying vec3 col_emit;

void main() {
	
	vec3 ambi;
	vec3 emit;
	vec3 diff = vec3(0.0, 0.0, 0.0);
	vec3 spec = vec3(0.0, 0.0, 0.0);
	vec3 norm = normal;
	float diff_fac, spec_fac;
	vec3 L, E, R;
	
	if ( has_normals ) {
		norm += (texture2D(normalmap, gl_TexCoord[0].st).rgb - vec3(0.5, 0.5, 0.5)) / 2.0;
	}
	
	norm = normalize(norm);
	
	/* Ambient */
	ambi = col_ambi_diff * gl_LightModel.ambient.rgb;
	
	/* Emission */
	emit = col_emit;
		
	/* 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);

	diff += col_ambi_diff * gl_LightSource[2].diffuse.rgb * diff_fac;
	spec += gl_LightSource[2].specular.rgb * spec_fac;

	if ( texture_enabled ) {
	
		vec3 tex = texture2D(texture, gl_TexCoord[0].st).rgb;
		
		if ( texture_emits ) {
			gl_FragColor = vec4(tex.r, tex.g, tex.b, alpha);
		} else {
			gl_FragColor = vec4(min(tex.r * (ambi.r + diff.r) + spec.r, 1.0),
					    min(tex.g * (ambi.g + diff.g) + spec.g, 1.0),
					    min(tex.b * (ambi.b + diff.b) + spec.b, 1.0),
					    alpha);
		}
	
	} else {

		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),
				    alpha);

	}

}