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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 light0vc;
varying vec3 light1vc;
varying vec3 col_ambi_diff;
varying vec3 col_emit;
varying float col_spec;
uniform sampler2D texture;
uniform sampler2D normalmap;
uniform bool has_normals;
uniform bool texture_emits;
uniform float alpha;
uniform float shininess;
void main() {
vec3 ambi, emit, diff, spec;
vec3 norm;
float falloff, spot;
float diff_fac, spec_fac;
vec3 L, E, R;
vec3 tex;
diff = vec3(0.0, 0.0, 0.0);
spec = vec3(0.0, 0.0, 0.0);
norm = normalize(normal);
if ( has_normals ) {
/* Same texture coordinates as for the diffuse map */
norm += (texture2D(normalmap, gl_TexCoord[0].st).rgb - vec3(0.5, 0.5, 0.5)) / 2.0;
}
/* Emission */
emit = col_emit;
/* 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);
/* Ambient */
ambi = col_ambi_diff * (gl_LightModel.ambient.rgb + gl_LightSource[0].ambient.rgb * spot * falloff);
/* Diffuse */
diff_fac = max(0.0, dot(normalize(light0vc).xyz, norm));
diff += col_ambi_diff * gl_LightSource[0].diffuse.rgb * spot * falloff * diff_fac;
/* Specular */
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, shininess);
spec += col_spec * gl_LightSource[0].specular.rgb * spot * falloff * spec_fac;
/* Light 1: Diffuse background glow */
diff += col_ambi_diff * gl_LightSource[1].diffuse.rgb * max(0.0, dot(vec3(light1vc), norm));
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);
}
}
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