Light: Sunlight uses the new shaders.

This commit is contained in:
Vincent Lejeune
2014-01-21 23:44:23 +01:00
parent 4438db3bbf
commit 4cbbf91e4e
8 changed files with 89 additions and 20 deletions

View File

@@ -1,23 +1,21 @@
#version 130
uniform sampler2D ntex;
uniform sampler2D cloudtex;
//uniform sampler2D cloudtex;
uniform vec3 center;
uniform vec3 direction;
uniform vec3 col;
uniform vec2 screen;
uniform mat4 invproj;
uniform int hasclouds;
uniform vec2 wind;
//uniform int hasclouds;
//uniform vec2 wind;
in vec2 uv;
out vec4 Diff;
out vec4 Spec;
out vec4 SpecularMap;
void main() {
vec2 texc = gl_FragCoord.xy / screen;
float z = texture(ntex, texc).a;
vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0;
float z = texture(ntex, uv).a;
vec4 xpos = 2.0 * vec4(uv, z, 1.0) - 1.0;
xpos = invproj * xpos;
xpos.xyz /= xpos.w;
@@ -29,11 +27,11 @@ void main() {
return;
}
vec3 norm = texture(ntex, texc).xyz;
vec3 norm = texture(ntex, uv).xyz;
norm = (norm - 0.5) * 2.0;
// Normalized on the cpu
vec3 L = center;
vec3 L = direction;
float NdotL = max(0.0, dot(norm, L));
vec3 R = reflect(L, norm);
@@ -42,14 +40,14 @@ void main() {
vec3 outcol = NdotL * col;
if (hasclouds == 1)
/* if (hasclouds == 1)
{
vec2 cloudcoord = (xpos.xz * 0.00833333) + wind;
float cloud = texture(cloudtex, cloudcoord).x;
//float cloud = step(0.5, cloudcoord.x) * step(0.5, cloudcoord.y);
outcol *= cloud;
}
}*/
Diff = vec4(NdotL * col, 1.);
Spec = vec4(Specular * col, 1.);