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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);
}
}
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