stk-code_catmod/data/shaders/pointlight.frag

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1.3 KiB
GLSL
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uniform sampler2D ntex;
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uniform sampler2D dtex;
uniform float spec;
uniform mat4 invproj;
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uniform mat4 ViewMatrix;
uniform vec2 screen;
flat in vec3 center;
flat in float energy;
flat in vec3 col;
out vec4 Diffuse;
out vec4 Specular;
vec3 DecodeNormal(vec2 n);
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void main()
{
vec2 texc = gl_FragCoord.xy / screen;
float z = texture(dtex, texc).x;
vec3 norm = normalize(DecodeNormal(2. * texture(ntex, texc).xy - 1.));
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float roughness = texture(ntex, texc).z;
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vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f;
xpos = invproj * xpos;
xpos /= xpos.w;
vec3 eyedir = -normalize(xpos.xyz);
vec4 pseudocenter = ViewMatrix * vec4(center.xyz, 1.0);
pseudocenter /= pseudocenter.w;
vec3 light_pos = pseudocenter.xyz;
vec3 light_col = col.xyz;
float d = distance(light_pos, xpos.xyz);
float att = energy * 200. / (4. * 3.14 * d * d);
float spec_att = (energy + 10.) * 200. / (4. * 3.14 * d * d);
// Light Direction
vec3 L = -normalize(xpos.xyz - light_pos);
// Half Light View direction
vec3 H = normalize(eyedir + L);
float NdotL = max(0., dot(norm, L));
float NdotH = max(0., dot(norm, H));
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float normalisationFactor = (roughness + 2.) / 8.;
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Diffuse = vec4(NdotL * light_col * att, 1.);
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Specular = vec4(pow(NdotH, roughness) * light_col * NdotL * spec_att * normalisationFactor, 1.);
}