stk-code_catmod/data/shaders/spheremap.frag
samuncle bc0724935e Add copyright header to each shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14395 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-11-06 23:17:18 +00:00

65 lines
2.4 KiB
GLSL

// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2013 the SuperTuxKart team
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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);
*/
}
}