/* * 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 330 core #define CONFIG_QUALITY_SHADOWS 1 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 float uni_ShadowColor; uniform bool uni_AlphaTestEnabled; uniform float uni_AlphaReference; struct LightParams { vec4 Position; vec4 Ambient; vec4 Diffuse; vec4 Specular; }; uniform vec4 uni_AmbientColor; uniform vec4 uni_DiffuseColor; uniform vec4 uni_SpecularColor; uniform int uni_LightCount; uniform LightParams uni_Light[4]; in VertexData { vec4 Color; vec2 TexCoord0; vec2 TexCoord1; vec3 Normal; vec4 ShadowCoord; vec4 LightColor; float Distance; } data; out vec4 out_FragColor; void main() { vec4 color = data.Color; if (uni_LightCount > 0) { vec4 ambient = vec4(0.0f); vec4 diffuse = vec4(0.0f); vec4 specular = vec4(0.0f); vec3 normal = normalize(data.Normal); for (int i = 0; i < uni_LightCount; i++) { vec3 lightDirection = uni_Light[i].Position.xyz; vec3 reflectDirection = -reflect(lightDirection, normal); ambient += uni_Light[i].Ambient; diffuse += clamp(dot(normal, lightDirection), 0.0f, 1.0f) * uni_Light[i].Diffuse; specular += clamp(pow(dot(normal, lightDirection + reflectDirection), 10.0f), 0.0f, 1.0f) * uni_Light[i].Specular; } float shadow = 1.0f; if (uni_ShadowTextureEnabled) { #ifdef CONFIG_QUALITY_SHADOWS float offset = 0.00025f; float value = (1.0f / 5.0f) * (texture(uni_ShadowTexture, data.ShadowCoord.xyz) + texture(uni_ShadowTexture, data.ShadowCoord.xyz + vec3( offset, 0.0f, 0.0f)) + texture(uni_ShadowTexture, data.ShadowCoord.xyz + vec3(-offset, 0.0f, 0.0f)) + texture(uni_ShadowTexture, data.ShadowCoord.xyz + vec3( 0.0f, offset, 0.0f)) + texture(uni_ShadowTexture, data.ShadowCoord.xyz + vec3( 0.0f, -offset, 0.0f))); shadow = mix(uni_ShadowColor, 1.0f, value); #else shadow = mix(uni_ShadowColor, 1.0f, texture(uni_ShadowTexture, data.ShadowCoord.xyz)); #endif } vec4 result = uni_AmbientColor * ambient + uni_DiffuseColor * diffuse * shadow + uni_SpecularColor * specular * shadow; color = vec4(min(vec3(1.0f), result.rgb), 1.0f); } if (uni_PrimaryTextureEnabled) { color = color * texture(uni_PrimaryTexture, data.TexCoord0); } if (uni_SecondaryTextureEnabled) { color = color * texture(uni_SecondaryTexture, data.TexCoord1); } 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; }