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