stk-code_catmod/data/shaders/pointlight.frag
vincentlj a2d1a86bac Lights: Make possible for gpu drivers to unroll loop.
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
2013-12-29 18:37:45 +00:00

48 lines
1.2 KiB
GLSL

uniform sampler2D ntex;
uniform vec4 center[16];
uniform vec4 col[16];
uniform float energy[16];
uniform float spec;
uniform vec2 screen;
uniform mat4 invproj;
uniform mat4 viewm;
void main() {
vec2 texc = gl_FragCoord.xy / screen;
float z = texture2D(ntex, texc).a;
vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f;
xpos = invproj * xpos;
xpos /= xpos.w;
vec3 diffuse = vec3(0.), specular = vec3(0.);
for (int i = 0; i < 16; ++i) {
vec4 pseudocenter = viewm * vec4(center[i].xyz, 1.0);
pseudocenter /= pseudocenter.w;
vec3 light_pos = pseudocenter.xyz;
vec3 light_col = col[i].xyz;
float d = distance(light_pos, xpos.xyz);
float att = energy[i] * 200. / (4. * 3.14 * d * d);
float spec_att = (energy[i] + 10.) * 200. / (4. * 3.14 * d * d);
vec3 norm = texture2D(ntex, texc).xyz;
norm = (norm - 0.5) * 2.0;
// Light Direction
vec3 L = normalize(xpos.xyz - light_pos);
float NdotL = max(0.0, dot(norm, -L));
diffuse += NdotL * light_col * att;
// Reflected light dir
vec3 R = reflect(-L, norm);
float RdotE = max(0.0, dot(R, normalize(xpos.xyz)));
float Specular = pow(RdotE, spec);
specular += Specular * light_col * spec_att;
}
gl_FragData[0] = vec4(diffuse, 1.);
gl_FragData[1] = vec4(specular , 1.);
}