bc0724935e
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14395 178a84e3-b1eb-0310-8ba1-8eac791a3b58
65 lines
2.4 KiB
GLSL
65 lines
2.4 KiB
GLSL
// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2013 the SuperTuxKart team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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uniform sampler2D texture;
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varying vec3 normal;
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uniform vec3 lightdir;
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varying vec4 vertex_color;
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varying vec3 eyeVec;
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varying vec3 lightVec;
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void main()
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{
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vec3 forward = vec3(0.0, 0.0, 1.0);
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// get the angle between the forward vector and the horizontal portion of the normal
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vec3 normal_x = normalize(vec3(normal.x, 0.0, normal.z));
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float sin_theta_x = length(cross( forward, normal_x )) * normal.x/abs(normal.x);
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// get the angle between the forward vector and the vertical portion of the normal
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vec3 normal_y = normalize(vec3(0.0, normal.y, normal.z));
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float sin_theta_y = length(cross( forward, normal_y ))* normal.y/abs(normal.y);
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vec4 detail0 = texture2D(texture, vec2(0.5 + sin_theta_x*0.5, 0.5 + sin_theta_y*0.5));
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gl_FragColor = detail0 * (0.5 + dot(lightdir, normal)) * vertex_color; // 0.5 is the ambient light.
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//gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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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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//gl_FragColor = vec4(specular, specular, specular, 1.0);
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if (specular > 0.0)
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{
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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*2.0; //max(specular*1.1, 1.0);
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gl_FragColor += vec4(specular_weak, specular_weak, specular_weak, 0.0);
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/*
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// strong specular
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specular = specular*specular;
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float specular_strong = specular;
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gl_FragColor += vec4(specular_strong, specular_strong, specular_strong, 0.0);
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*/
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}
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}
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