146 lines
4.1 KiB
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;
|
|
}
|