stk-code_catmod/data/shaders/spheremap.frag
curaga 2d50b47f56 Shader space cleanup
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@12881 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-06-18 14:35:29 +00:00

49 lines
1.6 KiB
GLSL

uniform sampler2D texture;
varying vec3 normal;
uniform vec3 lightdir;
varying vec4 vertex_color;
varying vec3 eyeVec;
varying vec3 lightVec;
void main()
{
vec3 forward = vec3(0.0, 0.0, 1.0);
// get the angle between the forward vector and the horizontal portion of the normal
vec3 normal_x = normalize(vec3(normal.x, 0.0, normal.z));
float sin_theta_x = length(cross( forward, normal_x )) * normal.x/abs(normal.x);
// get the angle between the forward vector and the vertical portion of the normal
vec3 normal_y = normalize(vec3(0.0, normal.y, normal.z));
float sin_theta_y = length(cross( forward, normal_y ))* normal.y/abs(normal.y);
vec4 detail0 = texture2D(texture, vec2(0.5 + sin_theta_x*0.5, 0.5 + sin_theta_y*0.5));
gl_FragColor = detail0 * (0.5 + dot(lightdir, normal)) * vertex_color; // 0.5 is the ambient light.
//gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
// specular (phong)
vec3 R = normalize(reflect(lightVec, normal));
float specular = max(dot(R,eyeVec),0.0);
//gl_FragColor = vec4(specular, specular, specular, 1.0);
if (specular > 0.0)
{
// weak specular
specular = specular*specular;
specular = specular*specular;
float specular_weak = specular*2.0; //max(specular*1.1, 1.0);
gl_FragColor += vec4(specular_weak, specular_weak, specular_weak, 0.0);
/*
// strong specular
specular = specular*specular;
float specular_strong = specular;
gl_FragColor += vec4(specular_strong, specular_strong, specular_strong, 0.0);
*/
}
}