/* * 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 */ // VERTEX SHADER - NORMAL MODE #version 330 core struct LightParams { bool Enabled; vec4 Position; vec4 Ambient; vec4 Diffuse; vec4 Specular; float Shininess; vec3 Attenuation; }; uniform vec4 uni_AmbientColor; uniform vec4 uni_DiffuseColor; uniform vec4 uni_SpecularColor; uniform bool uni_LightingEnabled; uniform LightParams uni_Light[8]; uniform mat4 uni_ProjectionMatrix; uniform mat4 uni_ViewMatrix; uniform mat4 uni_ModelMatrix; uniform mat4 uni_ShadowMatrix; uniform mat4 uni_NormalMatrix; layout(location = 0) in vec4 in_VertexCoord; layout(location = 1) in vec3 in_Normal; layout(location = 2) in vec4 in_Color; layout(location = 3) in vec2 in_TexCoord0; layout(location = 4) in vec2 in_TexCoord1; out VertexData { vec4 Color; vec2 TexCoord0; vec2 TexCoord1; vec4 ShadowCoord; vec4 LightColor; float Distance; } data; void main() { vec4 position = uni_ModelMatrix * in_VertexCoord; vec4 eyeSpace = uni_ViewMatrix * position; gl_Position = uni_ProjectionMatrix * eyeSpace; vec4 shadowCoord = uni_ShadowMatrix * position; data.Color = in_Color; data.TexCoord0 = in_TexCoord0; data.TexCoord1 = in_TexCoord1; data.ShadowCoord = vec4(shadowCoord.xyz / shadowCoord.w, 1.0f); data.Distance = abs(eyeSpace.z); vec4 color = in_Color; if (uni_LightingEnabled) { vec4 ambient = vec4(0.0f); vec4 diffuse = vec4(0.0f); vec4 specular = vec4(0.0f); vec3 normal = normalize((uni_NormalMatrix * vec4(in_Normal, 0.0f)).xyz); for(int i=0; i<8; i++) { if(uni_Light[i].Enabled) { 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 - position.xyz); float dist = distance(uni_Light[i].Position.xyz, 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); ambient += uni_Light[i].Ambient; 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); data.Color = color; } }