a2d1a86bac
GPU doesn't like indirect addressing and thus it's better to have unrolled loop. This is only possible for loop with a static iteration count. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14830 178a84e3-b1eb-0310-8ba1-8eac791a3b58
48 lines
1.2 KiB
GLSL
48 lines
1.2 KiB
GLSL
uniform sampler2D ntex;
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uniform vec4 center[16];
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uniform vec4 col[16];
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uniform float energy[16];
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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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uniform mat4 viewm;
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void main() {
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vec2 texc = gl_FragCoord.xy / screen;
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float z = texture2D(ntex, texc).a;
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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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vec3 diffuse = vec3(0.), specular = vec3(0.);
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for (int i = 0; i < 16; ++i) {
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vec4 pseudocenter = viewm * vec4(center[i].xyz, 1.0);
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pseudocenter /= pseudocenter.w;
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vec3 light_pos = pseudocenter.xyz;
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vec3 light_col = col[i].xyz;
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float d = distance(light_pos, xpos.xyz);
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float att = energy[i] * 200. / (4. * 3.14 * d * d);
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float spec_att = (energy[i] + 10.) * 200. / (4. * 3.14 * d * 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 - light_pos);
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float NdotL = max(0.0, dot(norm, -L));
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diffuse += NdotL * light_col * att;
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// Reflected light dir
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vec3 R = reflect(-L, norm);
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float RdotE = max(0.0, dot(R, normalize(xpos.xyz)));
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float Specular = pow(RdotE, spec);
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specular += Specular * light_col * spec_att;
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}
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gl_FragData[0] = vec4(diffuse, 1.);
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gl_FragData[1] = vec4(specular , 1.);
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}
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