148 lines
4.2 KiB
GLSL
148 lines
4.2 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://epsitec.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 - NORMAL MODE
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#version 120
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#define CONFIG_QUALITY_SHADOWS 1
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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_TextureEnabled[3];
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uniform bool uni_AlphaTestEnabled;
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uniform float uni_AlphaReference;
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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 float uni_ShadowColor;
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struct LightParams
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{
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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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};
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struct Material
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{
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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};
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uniform Material uni_Material;
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uniform int uni_LightCount;
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uniform LightParams uni_Light[4];
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varying vec3 pass_CameraDirection;
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varying float pass_Distance;
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varying vec4 pass_Color;
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varying vec3 pass_Normal;
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varying vec2 pass_TexCoord0;
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varying vec2 pass_TexCoord1;
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varying vec3 pass_TexCoord2;
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const vec3 const_LightDirection = vec3(1.0f, 2.0f, -1.0f);
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void main()
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{
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vec4 color = pass_Color;
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if (uni_LightCount > 0)
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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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vec3 normal = normalize(pass_Normal);
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vec3 camera = normalize(pass_CameraDirection);
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for (int i = 0; i < uni_LightCount; i++)
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{
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LightParams light = uni_Light[i];
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vec3 lightDirection = normalize(light.Position.xyz);
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vec3 reflectAxis = normalize(lightDirection + camera);
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float diffuseComponent = clamp(dot(normal, lightDirection), 0.0f, 1.0f);
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float specularComponent = pow(clamp(dot(normal, reflectAxis), 0.0f, 1.0f), 10.0f);
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ambient += light.Ambient;
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diffuse += diffuseComponent * light.Diffuse;
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specular += specularComponent * light.Specular;
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}
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float shadow = 1.0f;
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if (uni_TextureEnabled[2])
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{
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#ifdef CONFIG_QUALITY_SHADOWS
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float offset = 0.00025f;
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float value = (1.0f / 5.0f) * (shadow2D(uni_ShadowTexture, pass_TexCoord2).x
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+ shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( offset, 0.0f, 0.0f)).x
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+ shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3(-offset, 0.0f, 0.0f)).x
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+ shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( 0.0f, offset, 0.0f)).x
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+ shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( 0.0f, -offset, 0.0f)).x);
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shadow = mix(uni_ShadowColor, 1.0f, value);
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#else
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shadow = mix(uni_ShadowColor, 1.0f, shadow2D(uni_ShadowTexture, pass_TexCoord2).x);
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#endif
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}
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vec4 result = ambient * uni_Material.ambient
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+ diffuse * uni_Material.diffuse * shadow
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+ specular * uni_Material.specular * shadow;
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color = clamp(vec4(result.rgb, 1.0f), 0.0f, 1.0f);
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}
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if (uni_TextureEnabled[0])
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{
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color = color * texture2D(uni_PrimaryTexture, pass_TexCoord0);
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}
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if (uni_TextureEnabled[1])
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{
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color = color * texture2D(uni_SecondaryTexture, pass_TexCoord1);
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}
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if (uni_FogEnabled)
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{
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float interpolate = (pass_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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gl_FragColor = color;
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}
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