2012-02-15 21:25:52 -05:00
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uniform sampler2D texture;
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varying vec3 normal;
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uniform vec3 lightdir;
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varying vec4 vertex_color;
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2012-02-15 21:44:02 -05:00
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varying vec3 eyeVec;
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varying vec3 lightVec;
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2012-02-15 21:25:52 -05:00
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void main()
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{
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vec3 forward = vec3(0.0, 0.0, 1.0);
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// get the angle between the forward vector and the horizontal portion of the normal
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vec3 normal_x = normalize(vec3(normal.x, 0.0, normal.z));
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float sin_theta_x = length(cross( forward, normal_x )) * normal.x/abs(normal.x);
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// get the angle between the forward vector and the vertical portion of the normal
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vec3 normal_y = normalize(vec3(0.0, normal.y, normal.z));
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float sin_theta_y = length(cross( forward, normal_y ))* normal.y/abs(normal.y);
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vec4 detail0 = texture2D(texture, vec2(0.5 + sin_theta_x*0.5, 0.5 + sin_theta_y*0.5));
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2012-02-15 21:44:02 -05:00
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gl_FragColor = detail0 * (0.5 + dot(lightdir, normal)) * vertex_color; // 0.5 is the ambient light.
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//gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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// specular (phong)
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vec3 R = normalize(reflect(lightVec, normal));
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float specular = max(dot(R,eyeVec),0.0);
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//gl_FragColor = vec4(specular, specular, specular, 1.0);
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if (specular > 0.0)
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{
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// weak specular
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specular = specular*specular;
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specular = specular*specular;
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float specular_weak = specular*2.0; //max(specular*1.1, 1.0);
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gl_FragColor += vec4(specular_weak, specular_weak, specular_weak, 0.0);
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/*
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// strong specular
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specular = specular*specular;
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float specular_strong = specular;
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gl_FragColor += vec4(specular_strong, specular_strong, specular_strong, 0.0);
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*/
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}
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2012-02-15 21:25:52 -05:00
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}
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