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
This commit is contained in:
auria 2012-02-16 02:44:02 +00:00
parent c6a2cecc05
commit 5ae58258df
2 changed files with 42 additions and 2 deletions

View File

@ -4,6 +4,8 @@ uniform sampler2D texture;
varying vec3 normal;
uniform vec3 lightdir;
varying vec4 vertex_color;
varying vec3 eyeVec;
varying vec3 lightVec;
void main()
{
@ -20,5 +22,27 @@ void main()
vec4 detail0 = texture2D(texture, vec2(0.5 + sin_theta_x*0.5, 0.5 + sin_theta_y*0.5));
gl_FragColor = detail0 * (0.5 + dot(lightdir, normal)) * vertex_color; // 0.5 is the ambient light.
//gl_FragColor = vec4(sin_theta_y*0.5 + 0.5, 0.0, 1.0 - (sin_theta_y*0.5 + 0.5), 1.0);
//gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
// specular (phong)
vec3 R = normalize(reflect(lightVec, normal));
float specular = max(dot(R,eyeVec),0.0);
//gl_FragColor = vec4(specular, specular, specular, 1.0);
if (specular > 0.0)
{
// weak specular
specular = specular*specular;
specular = specular*specular;
float specular_weak = specular*2.0; //max(specular*1.1, 1.0);
gl_FragColor += vec4(specular_weak, specular_weak, specular_weak, 0.0);
/*
// strong specular
specular = specular*specular;
float specular_strong = specular;
gl_FragColor += vec4(specular_strong, specular_strong, specular_strong, 0.0);
*/
}
}

View File

@ -1,5 +1,8 @@
varying vec3 normal;
varying vec4 vertex_color;
varying vec3 eyeVec;
varying vec3 lightVec;
uniform vec3 lightdir;
void main()
{
@ -11,5 +14,18 @@ void main()
//vec4 normal4 = vec4(normal3.x, normal3.y, normal3.z, 0.0)*gl_ModelViewMatrix;
//normal = normal4.xyz;
eyeVec = normalize(-gl_Position).xyz; // we are in Eye Coordinates, so EyePos is (0,0,0)
normal = normalize(gl_NormalMatrix*gl_Normal);
// Building the matrix Eye Space -> Tangent Space
// gl_MultiTexCoord1.xyz
vec3 t = normalize (gl_NormalMatrix * vec3(0.0, 0.0, 1.0)); // tangent
vec3 b = cross (normal, t);
// transform light and half angle vectors by tangent basis
vec3 v;
v.x = dot(lightdir, t);
v.y = dot(lightdir, b);
v.z = dot(lightdir, normal);
lightVec = normalize (v);
}