Add specular highlights to the trophy shader. Something is not 100% right since the highlights move around, nonetheless the effect is reaosnably good
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10860 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -4,6 +4,8 @@ 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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varying vec3 eyeVec;
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varying vec3 lightVec;
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void main()
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{
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@ -19,6 +21,28 @@ void main()
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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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gl_FragColor = detail0 * (0.5 + dot(lightdir, normal)) * vertex_color; // 0.5 is the ambient light.
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//gl_FragColor = vec4(sin_theta_y*0.5 + 0.5, 0.0, 1.0 - (sin_theta_y*0.5 + 0.5), 1.0);
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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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}
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@ -1,5 +1,8 @@
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varying vec3 normal;
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varying vec4 vertex_color;
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varying vec3 eyeVec;
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varying vec3 lightVec;
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uniform vec3 lightdir;
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void main()
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{
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@ -11,5 +14,18 @@ void main()
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//vec4 normal4 = vec4(normal3.x, normal3.y, normal3.z, 0.0)*gl_ModelViewMatrix;
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//normal = normal4.xyz;
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eyeVec = normalize(-gl_Position).xyz; // we are in Eye Coordinates, so EyePos is (0,0,0)
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normal = normalize(gl_NormalMatrix*gl_Normal);
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// Building the matrix Eye Space -> Tangent Space
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// gl_MultiTexCoord1.xyz
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vec3 t = normalize (gl_NormalMatrix * vec3(0.0, 0.0, 1.0)); // tangent
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vec3 b = cross (normal, t);
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// transform light and half angle vectors by tangent basis
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vec3 v;
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v.x = dot(lightdir, t);
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v.y = dot(lightdir, b);
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v.z = dot(lightdir, normal);
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lightVec = normalize (v);
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}
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