$input v_wpos, v_view, v_normal, v_tangent, v_texcoord0 /* * Copyright 2011-2012 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "../common/common.sh" SAMPLER2D(u_texColor, 0); SAMPLER2D(u_texNormal, 1); uniform vec4 u_lightPosRadius[4]; uniform vec4 u_lightRgbInnerR[4]; 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); } vec4 powRgba(vec4 _rgba, float _pow) { vec4 result; result.xyz = pow(_rgba.xyz, vec3_splat(_pow) ); result.w = _rgba.w; return result; } vec4 toLinear(vec4 _rgba) { return powRgba(_rgba, 2.2); } vec4 toGamma(vec4 _rgba) { return powRgba(_rgba, 1.0/2.2); } vec3 calcLight(int _idx, mat3 _tbn, vec3 _wpos, vec3 _normal, vec3 _view) { vec3 lp = u_lightPosRadius[_idx].xyz - _wpos; float attn = 1.0 - smoothstep(u_lightRgbInnerR[_idx].w, 1.0, length(lp) / u_lightPosRadius[_idx].w); vec3 lightDir = mul(_tbn, normalize(lp) ); vec2 bln = blinn(lightDir, _normal, _view); vec4 lc = lit(bln.x, bln.y, 1.0); vec3 rgb = u_lightRgbInnerR[_idx].xyz*max(0.0, saturate(lc.y) ) * attn; return rgb; } void main() { mat3 tbn = mat3(v_tangent, cross(v_normal, v_tangent), v_normal); vec3 normal = normalize(2.0*texture2D(u_texNormal, v_texcoord0).xyz-1.0); vec3 lightColor; lightColor = calcLight(0, tbn, v_wpos, normal, v_view); lightColor += calcLight(1, tbn, v_wpos, normal, v_view); lightColor += calcLight(2, tbn, v_wpos, normal, v_view); lightColor += calcLight(3, tbn, v_wpos, normal, v_view); vec4 color = toLinear(texture2D(u_texColor, v_texcoord0) ); gl_FragColor.xyz = max(vec3_splat(0.05), lightColor.xyz)*color.xyz; // + fres*pow(lc.z, 128.0); //normal.xyz; //color.xyz; //*normal; gl_FragColor.w = 1.0; gl_FragColor = toGamma(gl_FragColor); }