stk-code_catmod/data/shaders/pointlight.frag
2014-12-14 21:39:18 +01:00

46 lines
1.4 KiB
GLSL

uniform sampler2D ntex;
uniform sampler2D dtex;
flat in vec3 center;
flat in float energy;
flat in vec3 col;
flat in float radius;
out vec4 Diff;
out vec4 Spec;
vec3 DecodeNormal(vec2 n);
vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
vec3 DiffuseBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness);
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
void main()
{
vec2 texc = gl_FragCoord.xy / screen;
float z = texture(dtex, texc).x;
vec3 norm = normalize(DecodeNormal(2. * texture(ntex, texc).xy - 1.));
float roughness = texture(ntex, texc).z;
vec4 xpos = getPosFromUVDepth(vec3(texc, z), InverseProjectionMatrix);
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 * 20. / (1. + d * d);
att *= (radius - d) / radius;
if (att <= 0.) discard;
// Light Direction
vec3 L = -normalize(xpos.xyz - light_pos);
float NdotL = clamp(dot(norm, L), 0., 1.);
vec3 Specular = SpecularBRDF(norm, eyedir, L, vec3(1.), roughness);
vec3 Diffuse = DiffuseBRDF(norm, eyedir, L, vec3(1.), roughness);
Diff = vec4(Diffuse * NdotL * light_col * att, 1.);
Spec = vec4(Specular * NdotL * light_col * att, 1.);
}