/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsiteс.ch; http://colobot.info; http://github.com/colobot * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://gnu.org/licenses */ // FRAGMENT SHADER #version 330 struct LightParams { bool Enabled; vec4 Position; vec4 Ambient; vec4 Diffuse; vec4 Specular; float Shininess; vec3 Attenuation; }; uniform sampler2D uni_PrimaryTexture; uniform sampler2D uni_SecondaryTexture; uniform sampler2DShadow uni_ShadowTexture; uniform bool uni_PrimaryTextureEnabled; uniform bool uni_SecondaryTextureEnabled; uniform bool uni_ShadowTextureEnabled; uniform bool uni_FogEnabled; uniform vec2 uni_FogRange; uniform vec4 uni_FogColor; uniform bool uni_AlphaTestEnabled; uniform float uni_AlphaReference; uniform vec4 uni_AmbientColor; uniform vec4 uni_DiffuseColor; uniform vec4 uni_SpecularColor; uniform bool uni_LightingEnabled; uniform LightParams uni_Light[8]; uniform bool uni_SmoothShading; in VertexData { vec3 NormalSmooth; flat vec3 NormalFlat; vec4 Color; vec2 TexCoord0; vec2 TexCoord1; vec4 ShadowCoord; vec4 Position; float Distance; } data; out vec4 out_FragColor; void main() { vec4 color = data.Color; if (uni_LightingEnabled) { vec4 ambient = vec4(0.0f); vec4 diffuse = vec4(0.0f); vec4 specular = vec4(0.0f); for(int i=0; i<8; i++) { if(uni_Light[i].Enabled) { ambient += uni_Light[i].Ambient; vec3 normal = (uni_SmoothShading ? data.NormalSmooth : data.NormalFlat); normal = (gl_FrontFacing ? normal : -normal); vec3 lightDirection = vec3(0.0f); float atten; // Directional light if(uni_Light[i].Position[3] == 0.0f) { lightDirection = uni_Light[i].Position.xyz; atten = 1.0f; } // Point light else { vec3 lightDirection = normalize(uni_Light[i].Position.xyz - data.Position.xyz); float dist = distance(uni_Light[i].Position.xyz, data.Position.xyz); atten = 1.0f / (uni_Light[i].Attenuation.x + uni_Light[i].Attenuation.y * dist + uni_Light[i].Attenuation.z * dist * dist); } vec3 reflectDirection = -reflect(lightDirection, normal); diffuse += atten * clamp(dot(normal, lightDirection), 0.0f, 1.0f) * uni_Light[i].Diffuse; specular += atten * clamp(pow(dot(normal, lightDirection + reflectDirection), 10.0f), 0.0f, 1.0f) * uni_Light[i].Specular; } } vec4 result = uni_AmbientColor * ambient + uni_DiffuseColor * diffuse + uni_SpecularColor * specular; color.rgb = min(vec3(1.0f), result.rgb); color.a = 1.0f; //min(1.0f, 1.0f); } if (uni_PrimaryTextureEnabled) { color = color * texture(uni_PrimaryTexture, data.TexCoord0); } if (uni_SecondaryTextureEnabled) { color = color * texture(uni_SecondaryTexture, data.TexCoord1); } if (uni_ShadowTextureEnabled) { color = color * (0.35f + 0.65f * texture(uni_ShadowTexture, data.ShadowCoord.xyz)); } if (uni_FogEnabled) { float interpolate = (data.Distance - uni_FogRange.x) / (uni_FogRange.y - uni_FogRange.x); color = mix(color, uni_FogColor, clamp(interpolate, 0.0f, 1.0f)); } if (uni_AlphaTestEnabled) { if(color.a < uni_AlphaReference) discard; } out_FragColor = color; }