bgfx/examples/09-hdr/fs_hdr_mesh.sc

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$input v_pos, v_view, v_normal
/*
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* Copyright 2011-2016 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
#include "common.sh"
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SAMPLERCUBE(s_texCube, 0);
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vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
{
float ndotl = dot(_normal, _lightDir);
vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
float rdotv = dot(reflected, _viewDir);
return vec2(ndotl, rdotv);
}
float fresnel(float _ndotl, float _bias, float _pow)
{
float facing = (1.0 - _ndotl);
return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0);
}
vec4 lit(float _ndotl, float _rdotv, float _m)
{
float diff = max(0.0, _ndotl);
float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m);
return vec4(1.0, diff, spec, 1.0);
}
void main()
{
vec3 lightDir = vec3(0.0, 0.0, -1.0);
vec3 normal = normalize(v_normal);
vec3 view = normalize(v_view);
vec2 bln = blinn(lightDir, normal, view);
vec4 lc = lit(bln.x, bln.y, 1.0);
float fres = fresnel(bln.x, 0.2, 5.0);
float index = ( (sin(v_pos.x*3.0+u_time)*0.3+0.7)
+ ( cos(v_pos.y*3.0+u_time)*0.4+0.6)
+ ( cos(v_pos.z*3.0+u_time)*0.2+0.8)
)*M_PI;
vec3 color = vec3(sin(index*8.0)*0.4 + 0.6
, sin(index*4.0)*0.4 + 0.6
, sin(index*2.0)*0.4 + 0.6
);
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color *= textureCube(s_texCube, reflect(view, -normal) ).xyz;
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gl_FragColor = encodeRGBE8(color.xyz*lc.y + fres*pow(lc.z, 128.0) );
}