59 lines
1.6 KiB
GLSL
59 lines
1.6 KiB
GLSL
// Shader based on work by Fabien Sanglard
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// Released under the terms of CC-BY 3.0
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#version 330 compatibility
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uniform sampler2D BumpTex1; // Normal map 1
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uniform sampler2D BumpTex2; // Normal map 2
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uniform sampler2D DecalTex; //The texture
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uniform vec2 delta1;
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uniform vec2 delta2;
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in vec3 lightVec;
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in vec3 halfVec;
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in vec3 eyeVec;
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in vec2 uv;
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out vec4 FragColor;
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void main()
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{
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// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
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vec3 normal = 2.0 * texture (BumpTex1, uv + delta1).rgb - 1.0;
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vec3 normal2 = 2.0 * texture (BumpTex2, uv + delta2).rgb - 1.0;
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// scale normals
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normal.y = 4.0*normal.y;
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normal2.y = 4.0*normal2.y;
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normal = (normalize(normal) + normalize(normal2))/2.0;
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// compute diffuse lighting
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float lamberFactor = max (dot (lightVec, normal), 0.0);
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vec4 diffuseMaterial;
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vec4 diffuseLight;
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diffuseMaterial = texture (DecalTex, uv + vec2(delta1.x, 0.0));
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diffuseLight = vec4(1.0, 1.0, 1.0, 1.0);
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vec3 col = diffuseMaterial.xyz * (0.3 + lamberFactor*0.7);
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// specular (phong)
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vec3 R = normalize(reflect(lightVec, normal));
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float specular = max(dot(R, eyeVec), 0.0);
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// weak specular
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specular = specular*specular;
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specular = specular*specular;
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float specular_weak = specular*0.05;
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col += vec3(specular_weak, specular_weak, specular_weak);
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// strong specular
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specular = specular*specular;
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float specular_strong = specular*0.3;
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col += vec3(specular_strong, specular_strong, specular_strong);
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float summed = dot(vec3(1.0), col) / 3.0;
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float alpha = 0.9 + 0.1 * smoothstep(0.0, 1.0, summed);
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FragColor = vec4(col, alpha);
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}
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