143 lines
4.0 KiB
GLSL
143 lines
4.0 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 330 core
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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_PrimaryTextureEnabled;
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uniform bool uni_SecondaryTextureEnabled;
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uniform bool uni_ShadowTextureEnabled;
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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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uniform bool uni_AlphaTestEnabled;
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uniform float uni_AlphaReference;
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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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uniform vec4 uni_AmbientColor;
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uniform vec4 uni_DiffuseColor;
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uniform vec4 uni_SpecularColor;
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uniform int uni_LightCount;
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uniform LightParams uni_Light[4];
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in VertexData
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{
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vec4 Color;
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vec2 TexCoord0;
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vec2 TexCoord1;
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vec3 Normal;
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vec4 ShadowCoord;
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vec4 LightColor;
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float Distance;
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vec3 CameraDirection;
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} data;
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out vec4 out_FragColor;
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void main()
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{
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vec4 color = data.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(data.Normal);
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vec3 camera = normalize(data.CameraDirection);
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for (int i = 0; i < uni_LightCount; i++)
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{
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vec3 lightDirection = uni_Light[i].Position.xyz;
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vec3 reflectAxis = normalize(normalize(lightDirection) + camera);
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ambient += uni_Light[i].Ambient;
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diffuse += clamp(dot(normal, lightDirection), 0.0f, 1.0f)
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* uni_Light[i].Diffuse;
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specular += pow(clamp(dot(normal, reflectAxis), 0.0f, 1.0f), 10.0f)
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* uni_Light[i].Specular;
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}
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float shadow = 1.0f;
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if (uni_ShadowTextureEnabled)
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{
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float value = texture(uni_ShadowTexture, data.ShadowCoord.xyz);
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#ifdef CONFIG_QUALITY_SHADOWS
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value += textureOffset(uni_ShadowTexture, data.ShadowCoord.xyz, ivec2( 1, 0))
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+ textureOffset(uni_ShadowTexture, data.ShadowCoord.xyz, ivec2(-1, 0))
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+ textureOffset(uni_ShadowTexture, data.ShadowCoord.xyz, ivec2( 0, 1))
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+ textureOffset(uni_ShadowTexture, data.ShadowCoord.xyz, ivec2( 0,-1));
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value = value * (1.0f / 5.0f);
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#endif
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shadow = mix(uni_ShadowColor, 1.0f, value);
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}
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vec4 result = uni_AmbientColor * ambient
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+ uni_DiffuseColor * diffuse * shadow
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+ uni_SpecularColor * specular * shadow;
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color = vec4(min(vec3(1.0f), result.rgb), 1.0f);
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}
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if (uni_PrimaryTextureEnabled)
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{
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color = color * texture(uni_PrimaryTexture, data.TexCoord0);
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}
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if (uni_SecondaryTextureEnabled)
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{
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color = color * texture(uni_SecondaryTexture, data.TexCoord1);
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}
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if (uni_FogEnabled)
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{
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float interpolate = (data.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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out_FragColor = color;
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}
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