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/*
* fill-light.frag
*
* Simplified lighting calculations for the lander craft
*
* (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 float alpha;
varying vec3 col_ambi_diff;
varying vec3 col_emit;
varying float shininess;
void main() {
vec3 ambi, emit, diff, spec;
vec3 norm;
float diff_fac, spec_fac;
vec3 L, E, R;
vec3 tex;
tex = texture2D(texture, gl_TexCoord[0].st).rgb;
if ( has_normals ) {
norm += (texture2D(normalmap, gl_TexCoord[0].st).rgb - vec3(0.5, 0.5, 0.5)) / 2.0;
}
norm = normalize(normal);
/* 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, shininess);
diff = col_ambi_diff * gl_LightSource[2].diffuse.rgb * diff_fac;
spec = gl_LightSource[2].specular.rgb * spec_fac;
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);
}
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