stk-code_catmod/data/shaders/sunlight.frag
samuncle 08f211129b Now the sunlight doesn't kill point light. Thanks to Vlj for the correction
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14722 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-16 18:33:00 +00:00

58 lines
1.1 KiB
GLSL

uniform sampler2D ntex;
uniform sampler2D dtex;
uniform sampler2D cloudtex;
uniform vec3 center;
uniform vec3 col;
uniform vec2 screen;
uniform mat4 invprojview;
uniform int hasclouds;
uniform vec2 wind;
float decdepth(vec4 rgba) {
return dot(rgba, vec4(1.0, 1.0/255.0, 1.0/65025.0, 1.0/16581375.0));
}
void main() {
vec2 texc = gl_FragCoord.xy / screen;
float z = decdepth(vec4(texture2D(dtex, texc).xyz, 0.0));
if (z < 0.03)
{
// Skyboxes are fully lit
gl_FragData[0] = vec4(1.0);
gl_FragData[1] = vec4(1.0);
return;
}
vec3 norm = texture2D(ntex, texc).xyz;
norm = (norm - 0.5) * 2.0;
// Normalized on the cpu
vec3 L = center;
float NdotL = max(0.0, dot(norm, L));
vec3 outcol = NdotL * col;
if (hasclouds == 1)
{
vec3 tmp = vec3(texc, z);
tmp = tmp * 2.0 - 1.0;
vec4 xpos = vec4(tmp, 1.0);
xpos = invprojview * xpos;
xpos.xyz /= xpos.w;
vec2 cloudcoord = (xpos.xz * 0.00833333) + wind;
float cloud = texture2D(cloudtex, cloudcoord).x;
//float cloud = step(0.5, cloudcoord.x) * step(0.5, cloudcoord.y);
outcol *= cloud;
}
gl_FragData[0] = vec4(outcol, 0.05);
gl_FragData[1] = vec4(1.0);
}