stk-code_catmod/data/shaders/pointlight.frag
vincentlj 34d83859cd Add support for specular light
Note that specular light is applied unconditionnaly, thus every object will shine.
TODO : Specular map should be defined using texture or a material flag.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14756 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-23 17:00:34 +00:00

36 lines
838 B
GLSL

uniform sampler2D ntex;
uniform vec3 center;
uniform vec3 col;
uniform float r;
uniform float spec;
uniform vec2 screen;
uniform mat4 invproj;
void main() {
vec2 texc = gl_FragCoord.xy / screen;
float z = texture2D(ntex, texc).a;
vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f;
xpos = invproj * xpos;
xpos /= xpos.w;
float d = distance(center, xpos.xyz);
if (d > r) discard;
float att = 1.0 - smoothstep(0.0, r, d);
vec3 norm = texture2D(ntex, texc).xyz;
norm = (norm - 0.5) * 2.0;
// Light Direction
vec3 L = normalize(xpos.xyz - center);
float NdotL = max(0.0, dot(norm, -L)) * att;
// Reflected light dir
vec3 R = reflect(-L, norm);
float RdotE = max(0.0, dot(R, normalize(xpos)));
float Specular = pow(RdotE, spec);
gl_FragColor = vec4(NdotL * col, Specular + 0.001); // Irrlicht force alpha test, can't be 0
}