/* * 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 120 uniform mat4 uni_ProjectionMatrix; uniform mat4 uni_ViewMatrix; uniform mat4 uni_ModelMatrix; uniform mat4 uni_ShadowMatrix; uniform mat4 uni_NormalMatrix; struct LightParams { bool Enabled; int Type; vec4 Position; vec4 Ambient; vec4 Diffuse; vec4 Specular; float Shininess; vec3 Attenuation; vec3 SpotDirection; float SpotCutoff; float SpotExponent; }; struct Material { vec4 ambient; vec4 diffuse; vec4 specular; }; uniform Material uni_Material; uniform bool uni_LightingEnabled; uniform LightParams uni_Light[8]; varying float pass_Distance; varying vec4 pass_Color; varying vec3 pass_Normal; varying vec2 pass_TexCoord0; varying vec2 pass_TexCoord1; varying vec3 pass_TexCoord2; void main() { vec4 position = uni_ModelMatrix * gl_Vertex; vec4 eyeSpace = uni_ViewMatrix * position; vec4 shadowCoord = uni_ShadowMatrix * position; vec4 color = gl_Color; vec3 normal = normalize((uni_NormalMatrix * vec4(gl_Normal, 0.0f)).xyz); 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) { LightParams light = uni_Light[i]; vec3 lightDirection = light.Position.xyz; float atten = 1.0f; if (light.Position.w > 0.5f) { float dist = distance(light.Position.xyz, position.xyz); float atten = 1.0f / dot(light.Attenuation, vec3(1.0f, dist, dist * dist)); lightDirection = normalize(light.Position.xyz - position.xyz); } float spot = 1.0f; if (light.SpotCutoff > 0.0f) { float cone = dot(light.SpotDirection, lightDirection); if (cone > light.SpotCutoff) { spot = pow(cone, light.SpotExponent); } else { continue; } } vec3 reflectDirection = -reflect(lightDirection, normal); float component = atten * spot; float diffuseComponent = clamp(dot(normal, lightDirection), 0.0f, 1.0f); float specularComponent = clamp(pow(dot(normal, lightDirection + reflectDirection), light.Shininess), 0.0f, 1.0f); ambient += component * light.Ambient * uni_Material.ambient; diffuse += component * diffuseComponent * light.Diffuse * uni_Material.diffuse; specular += component * specularComponent * light.Specular * uni_Material.specular; } } vec4 result = ambient + diffuse + specular; color = clamp(vec4(result.rgb, uni_Material.diffuse), 0.0f, 1.0f); } gl_Position = uni_ProjectionMatrix * eyeSpace; gl_FrontColor = vec4(1.0f); gl_BackColor = vec4(0.0f); pass_Distance = abs(eyeSpace.z / eyeSpace.w); pass_Color = color; pass_Normal = normal; pass_TexCoord0 = gl_MultiTexCoord0.st; pass_TexCoord1 = gl_MultiTexCoord1.st; pass_TexCoord2 = shadowCoord.xyz / shadowCoord.w; }