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

146 lines
4.1 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
*/
// 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;
}