118705f19a
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14737 178a84e3-b1eb-0310-8ba1-8eac791a3b58
42 lines
1004 B
GLSL
42 lines
1004 B
GLSL
uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform vec3 center;
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uniform vec3 col;
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uniform float r;
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uniform float spec;
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uniform vec2 screen;
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uniform mat4 invproj;
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float decdepth(vec4 rgba) {
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return dot(rgba, vec4(1.0, 1.0/255.0, 1.0/65025.0, 1.0/16581375.0));
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}
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void main() {
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vec2 texc = gl_FragCoord.xy / screen;
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float z = decdepth(vec4(texture2D(dtex, texc).xyz, 0.0));
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vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f;
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xpos = invproj * xpos;
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xpos /= xpos.w;
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float d = distance(center, xpos.xyz);
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if (d > r) discard;
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float att = 1.0 - smoothstep(0.0, r, d);
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vec3 norm = texture2D(ntex, texc).xyz;
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norm = (norm - 0.5) * 2.0;
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// Light Direction
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vec3 L = normalize(xpos.xyz - center);
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vec3 eyedir = normalize(xpos.xyz);
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vec3 H = normalize(-L + eyedir);
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float NdotL = max(0.0, dot(norm, -L)) * att;
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float NdotH = max(0.0, dot(norm, H));
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NdotH = pow(NdotH, spec);
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NdotH += 0.05; // offset so that the alpha test doesn't kill us
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gl_FragColor = NdotL * vec4(NdotL * col, NdotH);
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}
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