/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsitec.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 - NORMAL MODE #version 120 #define CONFIG_QUALITY_SHADOWS 1 uniform sampler2D uni_PrimaryTexture; uniform sampler2D uni_SecondaryTexture; uniform sampler2DShadow uni_ShadowTexture; uniform bool uni_TextureEnabled[3]; uniform bool uni_AlphaTestEnabled; uniform float uni_AlphaReference; uniform bool uni_FogEnabled; uniform vec2 uni_FogRange; uniform vec4 uni_FogColor; uniform float uni_ShadowColor; struct LightParams { vec4 Position; vec4 Ambient; vec4 Diffuse; vec4 Specular; }; struct Material { vec4 ambient; vec4 diffuse; vec4 specular; }; uniform Material uni_Material; uniform int uni_LightCount; uniform LightParams uni_Light[4]; varying vec3 pass_CameraDirection; varying float pass_Distance; varying vec4 pass_Color; varying vec3 pass_Normal; varying vec2 pass_TexCoord0; varying vec2 pass_TexCoord1; varying vec3 pass_TexCoord2; const vec3 const_LightDirection = vec3(1.0f, 2.0f, -1.0f); void main() { vec4 color = pass_Color; if (uni_LightCount > 0) { vec4 ambient = vec4(0.0f); vec4 diffuse = vec4(0.0f); vec4 specular = vec4(0.0f); vec3 normal = normalize(pass_Normal); vec3 camera = normalize(pass_CameraDirection); for (int i = 0; i < uni_LightCount; i++) { LightParams light = uni_Light[i]; vec3 lightDirection = normalize(light.Position.xyz); vec3 reflectAxis = normalize(lightDirection + camera); float diffuseComponent = clamp(dot(normal, lightDirection), 0.0f, 1.0f); float specularComponent = pow(clamp(dot(normal, reflectAxis), 0.0f, 1.0f), 10.0f); ambient += light.Ambient; diffuse += diffuseComponent * light.Diffuse; specular += specularComponent * light.Specular; } float shadow = 1.0f; if (uni_TextureEnabled[2]) { #ifdef CONFIG_QUALITY_SHADOWS float offset = 0.00025f; float value = (1.0f / 5.0f) * (shadow2D(uni_ShadowTexture, pass_TexCoord2).x + shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( offset, 0.0f, 0.0f)).x + shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3(-offset, 0.0f, 0.0f)).x + shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( 0.0f, offset, 0.0f)).x + shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( 0.0f, -offset, 0.0f)).x); shadow = mix(uni_ShadowColor, 1.0f, value); #else shadow = mix(uni_ShadowColor, 1.0f, shadow2D(uni_ShadowTexture, pass_TexCoord2).x); #endif } vec4 result = ambient * uni_Material.ambient + diffuse * uni_Material.diffuse * shadow + specular * uni_Material.specular * shadow; color = clamp(vec4(result.rgb, 1.0f), 0.0f, 1.0f); } if (uni_TextureEnabled[0]) { color = color * texture2D(uni_PrimaryTexture, pass_TexCoord0); } if (uni_TextureEnabled[1]) { color = color * texture2D(uni_SecondaryTexture, pass_TexCoord1); } if (uni_FogEnabled) { float interpolate = (pass_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; } gl_FragColor = color; }