aboutsummaryrefslogtreecommitdiff
path: root/assets/shaders/test_fshader.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'assets/shaders/test_fshader.glsl')
-rwxr-xr-xassets/shaders/test_fshader.glsl81
1 files changed, 41 insertions, 40 deletions
diff --git a/assets/shaders/test_fshader.glsl b/assets/shaders/test_fshader.glsl
index d2b3bd40..2cad58ec 100755
--- a/assets/shaders/test_fshader.glsl
+++ b/assets/shaders/test_fshader.glsl
@@ -1,24 +1,25 @@
1/* <copyright> 1/* <copyright>
2Copyright (c) 2012, Motorola Mobility, Inc 2Copyright (c) 2012, Motorola Mobility LLC.
3All Rights Reserved. 3All Rights Reserved.
4BSD License.
5 4
6Redistribution and use in source and binary forms, with or without 5Redistribution and use in source and binary forms, with or without
7modification, are permitted provided that the following conditions are met: 6modification, are permitted provided that the following conditions are met:
8 7
9 - Redistributions of source code must retain the above copyright notice, 8* Redistributions of source code must retain the above copyright notice,
10 this list of conditions and the following disclaimer. 9 this list of conditions and the following disclaimer.
11 - Redistributions in binary form must reproduce the above copyright 10
12 notice, this list of conditions and the following disclaimer in the 11* Redistributions in binary form must reproduce the above copyright notice,
13 documentation and/or other materials provided with the distribution. 12 this list of conditions and the following disclaimer in the documentation
14 - Neither the name of Motorola Mobility nor the names of its contributors 13 and/or other materials provided with the distribution.
15 may be used to endorse or promote products derived from this software 14
16 without specific prior written permission. 15* Neither the name of Motorola Mobility LLC nor the names of its
16 contributors may be used to endorse or promote products derived from this
17 software without specific prior written permission.
17 18
18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 19THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 20AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 21IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 22ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 23LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 24CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 25SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
@@ -40,7 +41,7 @@ uniform vec4 u_light0Amb;
40// diffuse map 41// diffuse map
41uniform sampler2D u_colMap; 42uniform sampler2D u_colMap;
42 43
43// environment map 44// environment map
44uniform sampler2D envMap; 45uniform sampler2D envMap;
45 46
46// normal map 47// normal map
@@ -72,12 +73,12 @@ varying float vDiffuseIntensity;
72 73
73void main() 74void main()
74{ 75{
75 vec4 rgba_depth = texture2D(depthMap, vShadowCoord.xy/vShadowCoord.w, -32.0); 76 vec4 rgba_depth = texture2D(depthMap, vShadowCoord.xy/vShadowCoord.w, -32.0);
76 const vec4 bit_shift = vec4(1.0/(256.0*256.0*256.0), 1.0/(256.0*256.0), 1.0/256.0, 1.0); 77 const vec4 bit_shift = vec4(1.0/(256.0*256.0*256.0), 1.0/(256.0*256.0), 1.0/256.0, 1.0);
77 float dist = vShadowCoord.w/200.0; 78 float dist = vShadowCoord.w/200.0;
78 float d = dot(rgba_depth, bit_shift); 79 float d = dot(rgba_depth, bit_shift);
79 float shadowCoef = (dist > d + 0.00779) ? (0.6) : (1.0); 80 float shadowCoef = (dist > d + 0.00779) ? (0.6) : (1.0);
80 81
81 vec4 colMapTexel = vec4(0); 82 vec4 colMapTexel = vec4(0);
82 if (u_renderGlow <= 0.5) { 83 if (u_renderGlow <= 0.5) {
83 colMapTexel = vec4(texture2D(u_colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); 84 colMapTexel = vec4(texture2D(u_colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0);
@@ -89,42 +90,42 @@ void main()
89 vec3 normal = normalize(vNormal.xyz); 90 vec3 normal = normalize(vNormal.xyz);
90 vec3 mapNormal = texture2D(u_normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0; 91 vec3 mapNormal = texture2D(u_normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0;
91 mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal); 92 mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal);
92 93
93 // create envmap coordinates 94 // create envmap coordinates
94 vec3 r = reflect( normalize(vec3(vECPos.xyz - vEyePos.xyz)), mapNormal); 95 vec3 r = reflect( normalize(vec3(vECPos.xyz - vEyePos.xyz)), mapNormal);
95 float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + r.z*r.z ); 96 float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + r.z*r.z );
96 97
97 // calculate environment map texel 98 // calculate environment map texel
98 vec4 envMapTexel = vec4(texture2D(envMap, vec2(r.x/m + 0.5, r.y/m + 0.5)).rgb, 0.0); 99 vec4 envMapTexel = vec4(texture2D(envMap, vec2(r.x/m + 0.5, r.y/m + 0.5)).rgb, 0.0);
99 100
100 // lighting 101 // lighting
101 vec3 lightDirection = u_light0Pos - vECPos.xyz; 102 vec3 lightDirection = u_light0Pos - vECPos.xyz;
102 float lightDist = length(lightDirection); 103 float lightDist = length(lightDirection);
103 lightDirection /= lightDist; 104 lightDirection /= lightDist;
104 105
105 float attenuation = clamp(1.0 - lightDist * 0.01, 0.0, 1.0); 106 float attenuation = clamp(1.0 - lightDist * 0.01, 0.0, 1.0);
106 107
107 vec3 halfVec = normalize(lightDirection + vEyePos); 108 vec3 halfVec = normalize(lightDirection + vEyePos);
108 109
109 float diffuseIntensity = max(0.0, dot(mapNormal, lightDirection)); 110 float diffuseIntensity = max(0.0, dot(mapNormal, lightDirection));
110 float specularModifier = max(0.0, dot(mapNormal, halfVec)); 111 float specularModifier = max(0.0, dot(mapNormal, halfVec));
111 112
112 float pf; 113 float pf;
113 if(diffuseIntensity == 0.0) 114 if(diffuseIntensity == 0.0)
114 pf = 0.0; 115 pf = 0.0;
115 else 116 else
116 pf = pow(specularModifier, 76.0); 117 pf = pow(specularModifier, 76.0);
117 118
118 vec4 ambient = u_matAmbient * u_light0Amb; 119 vec4 ambient = u_matAmbient * u_light0Amb;
119 120
120 vec4 diffuse = u_matDiffuse * (colMapTexel + envMapTexel)*shadowCoef; 121 vec4 diffuse = u_matDiffuse * (colMapTexel + envMapTexel)*shadowCoef;
121 122
122 if (u_renderGlow <= 0.5) { 123 if (u_renderGlow <= 0.5) {
123 diffuse *= u_light0Diff; 124 diffuse *= u_light0Diff;
124 } 125 }
125 126
126 vec4 specular = 2.0 * pf * envMapTexel; 127 vec4 specular = 2.0 * pf * envMapTexel;
127 128
128 //gl_FragColor = vec4(dist, dist, dist, 1.0); 129 //gl_FragColor = vec4(dist, dist, dist, 1.0);
129 gl_FragColor = ((colMapTexel*(ambient + diffuse)) + specular); 130 gl_FragColor = ((colMapTexel*(ambient + diffuse)) + specular);
130} 131}
@@ -138,43 +139,43 @@ void main()
138 vec4 colMapTexel = vec4(texture2D(u_colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); 139 vec4 colMapTexel = vec4(texture2D(u_colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0);
139 140
140// // normal mapping 141// // normal mapping
141 vec3 normal = normalize(vNormal.xyz); 142 vec3 normal = normalize(vNormal.xyz);
142// vec3 mapNormal = texture2D(u_normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0; 143// vec3 mapNormal = texture2D(u_normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0;
143// mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal); 144// mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal);
144// 145//
145// // create envmap coordinates 146// // create envmap coordinates
146// vec3 r = reflect( (vec3(vECPos.xyz - vEyePos.xyz)), mapNormal); 147// vec3 r = reflect( (vec3(vECPos.xyz - vEyePos.xyz)), mapNormal);
147// float m = 2.0 * length(r); 148// float m = 2.0 * length(r);
148 149
149 // calculate environment map texel 150 // calculate environment map texel
150 //vec4 envMapTexel = vec4(texture2D(envMap, vec2(r.x/m + 0.5, r.y/m + 0.5)).rgb, 0.0); 151 //vec4 envMapTexel = vec4(texture2D(envMap, vec2(r.x/m + 0.5, r.y/m + 0.5)).rgb, 0.0);
151 vec4 envMapTexel = vec4(texture2D(envMap, vEnvTexCoord).rgb, 0.0); 152 vec4 envMapTexel = vec4(texture2D(envMap, vEnvTexCoord).rgb, 0.0);
152 153
153 // lighting 154 // lighting
154 //vec3 lightDirection = normalize(u_light0Pos - vECPos.xyz); 155 //vec3 lightDirection = normalize(u_light0Pos - vECPos.xyz);
155// float lightDist = length(lightDirection); 156// float lightDist = length(lightDirection);
156// lightDirection /= lightDist; 157// lightDirection /= lightDist;
157 158
158 159
159 //vec3 halfVec = normalize(lightDirection + vEyePos); 160 //vec3 halfVec = normalize(lightDirection + vEyePos);
160 161
161 //float diffuseIntensity = max(0.0, dot(normal, lightDirection)); 162 //float diffuseIntensity = max(0.0, dot(normal, lightDirection));
162 // float specularModifier = max(0.0, dot(mapNormal, halfVec)); 163 // float specularModifier = max(0.0, dot(mapNormal, halfVec));
163 164
164 // float pf; 165 // float pf;
165 //if(diffuseIntensity == 0.0) 166 //if(diffuseIntensity == 0.0)
166 //pf = 0.0; 167 //pf = 0.0;
167 //else 168 //else
168 //pf = pow(specularModifier, 76.0); 169 //pf = pow(specularModifier, 76.0);
169 170
170 // vec4 ambient = u_matAmbient * u_light0Amb; 171 // vec4 ambient = u_matAmbient * u_light0Amb;
171 172
172 vec4 diffuse = u_matDiffuse*(colMapTexel + envMapTexel)*(vDiffuseIntensity + u_matAmbient); 173 vec4 diffuse = u_matDiffuse*(colMapTexel + envMapTexel)*(vDiffuseIntensity + u_matAmbient);
173 174
174 //diffuse *= u_light0Diff * diffuseIntensity; 175 //diffuse *= u_light0Diff * diffuseIntensity;
175 176
176 //vec4 specular = envMapTexel; 177 //vec4 specular = envMapTexel;
177 178
178 //gl_FragColor = vec4(dist, dist, dist, 1.0); 179 //gl_FragColor = vec4(dist, dist, dist, 1.0);
179 gl_FragColor = diffuse;//(colMapTexel*(ambient + diffuse)) + specular; 180 gl_FragColor = diffuse;//(colMapTexel*(ambient + diffuse)) + specular;
180} 181}