$input v_normal, v_view, v_texcoord0 /* * Copyright 2013-2014 Dario Manesku. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "../common/common.sh" uniform vec4 u_params; uniform vec4 u_svparams; uniform vec4 u_ambient; uniform vec4 u_diffuse; uniform vec4 u_specular_shininess; uniform vec4 u_fog; uniform vec4 u_lightPosRadius; uniform vec4 u_lightRgbInnerR; SAMPLER2D(s_texColor, 0); SAMPLER2D(s_texStencil, 1); #define u_ambientPass u_params.x #define u_lightingPass u_params.y #define u_texelHalf u_params.z #define u_specular u_specular_shininess.xyz #define u_shininess u_specular_shininess.w #define u_fogColor u_fog.xyz #define u_fogDensity u_fog.w #define u_useStencilTex u_svparams.x vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir) { float ndotl = dot(_normal, _lightDir); vec3 reflected = 2.0*ndotl*_normal - _lightDir; // reflect(_lightDir, _normal); float rdotv = dot(reflected, _viewDir); return vec2(ndotl, rdotv); } vec4 lit(float _ndotl, float _rdotv, float _m) { float diff = max(0.0, _ndotl); float spec = step(0.0, _ndotl) * pow(max(0.0, _rdotv), _m); return vec4(1.0, diff, spec, 1.0); } vec3 calcLight(vec3 _view, vec3 _normal, vec3 _viewDir) { vec3 lightPos = mul(u_view, vec4(u_lightPosRadius.xyz, 1.0)).xyz; vec3 toLight = lightPos - _view; vec3 lightDir = normalize(toLight); vec2 bln = blinn(lightDir, _normal, _viewDir); vec4 lc = lit(bln.x, bln.y, u_shininess); float dist = max(length(toLight), u_lightPosRadius.w); float attn = 50.0 * pow(dist, -2.0); vec3 rgb = (lc.y * u_diffuse.xyz + lc.z * u_specular) * u_lightRgbInnerR.rgb * attn; return rgb; } void main() { vec3 ambientColor = u_ambient.xyz * u_ambientPass; vec3 normal = normalize(v_normal); vec3 viewDir = -normalize(v_view); vec3 lightColor = calcLight(v_view, normal, viewDir) * u_lightingPass; vec2 ndc = gl_FragCoord.xy * u_viewTexel.xy + u_viewTexel.xy * u_texelHalf; vec4 texcolor = texture2D(s_texStencil, ndc); float s = (texcolor.x - texcolor.y) + 2.0 * (texcolor.z - texcolor.w); s *= u_useStencilTex; const float LOG2 = 1.442695; float z = length(v_view); float fogFactor = 1.0/exp2(u_fogDensity*u_fogDensity*z*z*LOG2); fogFactor = clamp(fogFactor, 0.0, 1.0); vec3 color = toLinear(texture2D(s_texColor, v_texcoord0)).xyz; vec3 ambient = toGamma(ambientColor * color); vec3 diffuse = toGamma(lightColor * color); vec3 final = mix(ambient, ambient + diffuse, float((abs(s) < 0.0001))); gl_FragColor.xyz = mix(u_fogColor, final, fogFactor); gl_FragColor.w = 1.0; }