stk-code_catmod/data/shaders/pointlight.frag
2014-05-03 23:44:27 +02:00

61 lines
1.6 KiB
GLSL

uniform sampler2D ntex;
uniform sampler2D dtex;
uniform float spec;
uniform vec2 screen;
#ifdef UBO_DISABLED
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 InverseViewMatrix;
uniform mat4 InverseProjectionMatrix;
#else
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
};
#endif
flat in vec3 center;
flat in float energy;
flat in vec3 col;
out vec4 Diffuse;
out vec4 Specular;
vec3 DecodeNormal(vec2 n);
vec3 getSpecular(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 * 200. / (1. + 33. * d + 33. * d * d);
float max_d = 20. * energy;
att *= (max_d - d) / max_d;
if (att <= 0.) discard;
// Light Direction
vec3 L = -normalize(xpos.xyz - light_pos);
float NdotL = max(0., dot(norm, L));
Diffuse = vec4(NdotL * light_col * att, 1.);
Specular = vec4(getSpecular(norm, eyedir, L, light_col, roughness) * NdotL * att, 1.);
}