colobot/src/graphics/opengl/shaders/gl33/vs_normal.glsl

128 lines
3.8 KiB
GLSL

/*
* 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;
}
}