stk-code_catmod/data/shaders/sunlight.frag
vincentlj 65b32757f3 Separate Diffuse and Specular components
This allows to bypass alpha test, and have colored specular lights.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14777 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-12-24 20:51:53 +00:00

53 lines
1.1 KiB
GLSL

uniform sampler2D ntex;
uniform sampler2D cloudtex;
uniform vec3 center;
uniform vec3 col;
uniform vec2 screen;
uniform mat4 invproj;
uniform int hasclouds;
uniform vec2 wind;
void main() {
vec2 texc = gl_FragCoord.xy / screen;
float z = texture2D(ntex, texc).a;
vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0;
xpos = invproj * xpos;
xpos.xyz /= xpos.w;
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 R = reflect(L, norm);
float RdotE = max(0.0, dot(R, normalize(xpos.xyz)));
float Specular = pow(RdotE, 200);
vec3 outcol = NdotL * col;
if (hasclouds == 1)
{
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(NdotL * col, 1.);
gl_FragData[1] = vec4(Specular * col, 1.);
gl_FragData[2] = vec4(1.0);
}