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-rwxr-xr-xassets/shaders/test_fshader_full.glsl53
1 files changed, 27 insertions, 26 deletions
diff --git a/assets/shaders/test_fshader_full.glsl b/assets/shaders/test_fshader_full.glsl
index ae7d45b2..ab1bee7a 100755
--- a/assets/shaders/test_fshader_full.glsl
+++ b/assets/shaders/test_fshader_full.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
@@ -41,7 +42,7 @@ uniform vec4 u_lightAmb;
41// diffuse map 42// diffuse map
42uniform sampler2D colMap; 43uniform sampler2D colMap;
43 44
44// environment map 45// environment map
45uniform sampler2D envMap; 46uniform sampler2D envMap;
46 47
47// normal map 48// normal map
@@ -62,45 +63,45 @@ varying vec3 vEyePos;
62 63
63void main() 64void main()
64{ 65{
65 vec4 colMapTexel = vec4(texture2D(colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); 66 vec4 colMapTexel = vec4(texture2D(colMap, vec2(vNormal.w, 1.0 - vECPos.w)).rgb, 1.0);
66 67
67 // normal mapping 68 // normal mapping
68 vec3 normal = normalize(vNormal.xyz); 69 vec3 normal = normalize(vNormal.xyz);
69 vec3 mapNormal = texture2D(normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0; 70 vec3 mapNormal = texture2D(normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0;
70 mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal); 71 mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal);
71 72
72 // create envmap coordinates 73 // create envmap coordinates
73 vec3 r = reflect( normalize(vec3(vECPos.xyz - vEyePos.xyz)), mapNormal); 74 vec3 r = reflect( normalize(vec3(vECPos.xyz - vEyePos.xyz)), mapNormal);
74 float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + r.z*r.z ); 75 float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + r.z*r.z );
75 76
76 // calculate environment map texel 77 // calculate environment map texel
77 vec4 envMapTexel = vec4(texture2D(envMap, vec2(r.x/m + 0.5, r.y/m + 0.5)).rgb, 0.0); 78 vec4 envMapTexel = vec4(texture2D(envMap, vec2(r.x/m + 0.5, r.y/m + 0.5)).rgb, 0.0);
78 79
79 // lighting 80 // lighting
80 vec3 lightDirection = u_lightPos - vECPos.xyz; 81 vec3 lightDirection = u_lightPos - vECPos.xyz;
81 float lightDist = length(lightDirection); 82 float lightDist = length(lightDirection);
82 lightDirection /= lightDist; 83 lightDirection /= lightDist;
83 84
84 float attenuation = clamp(1.0 - lightDist * 0.01, 0.0, 1.0); 85 float attenuation = clamp(1.0 - lightDist * 0.01, 0.0, 1.0);
85 86
86 vec3 halfVec = normalize(lightDirection + vEyePos); 87 vec3 halfVec = normalize(lightDirection + vEyePos);
87 88
88 float diffuseIntensity = max(0.0, dot(mapNormal, lightDirection)); 89 float diffuseIntensity = max(0.0, dot(mapNormal, lightDirection));
89 float specularModifier = max(0.0, dot(mapNormal, halfVec)); 90 float specularModifier = max(0.0, dot(mapNormal, halfVec));
90 91
91 float pf; 92 float pf;
92 if(diffuseIntensity == 0.0) 93 if(diffuseIntensity == 0.0)
93 pf = 0.0; 94 pf = 0.0;
94 else 95 else
95 pf = pow(specularModifier, 76.0); 96 pf = pow(specularModifier, 76.0);
96 97
97 vec4 ambient = u_matAmbient * u_lightAmb; 98 vec4 ambient = u_matAmbient * u_lightAmb;
98 vec4 diffuse = u_matDiffuse * (colMapTexel + envMapTexel); 99 vec4 diffuse = u_matDiffuse * (colMapTexel + envMapTexel);
99 100
100 if (u_renderGlow <= 0.5) 101 if (u_renderGlow <= 0.5)
101 diffuse *= u_lightDiff * diffuseIntensity * attenuation; 102 diffuse *= u_lightDiff * diffuseIntensity * attenuation;
102 103
103 vec4 specular = 2.0 * pf * envMapTexel; 104 vec4 specular = 2.0 * pf * envMapTexel;
104 105
105 gl_FragColor = (colMapTexel*(ambient + diffuse)) + specular + vec4(0.0,0.0,0.0,1.0); 106 gl_FragColor = (colMapTexel*(ambient + diffuse)) + specular + vec4(0.0,0.0,0.0,1.0);
106} 107}