diff options
Diffstat (limited to 'assets/shaders/ub_fshader.glsl')
-rwxr-xr-x | assets/shaders/ub_fshader.glsl | 102 |
1 files changed, 51 insertions, 51 deletions
diff --git a/assets/shaders/ub_fshader.glsl b/assets/shaders/ub_fshader.glsl index 840a97b6..9b37899d 100755 --- a/assets/shaders/ub_fshader.glsl +++ b/assets/shaders/ub_fshader.glsl | |||
@@ -51,9 +51,9 @@ uniform mat4 u_viewMatrix; | |||
51 | uniform vec3 u_light0Atten; | 51 | uniform vec3 u_light0Atten; |
52 | uniform vec2 u_light0Spot; | 52 | uniform vec2 u_light0Spot; |
53 | uniform vec4 u_light0Color; | 53 | uniform vec4 u_light0Color; |
54 | uniform vec4 u_light0Specular; | 54 | uniform vec4 u_light0Specular; |
55 | varying vec3 v_light0Dir; | 55 | varying vec3 v_light0Dir; |
56 | varying vec3 v_light0SpotDir; | 56 | varying vec3 v_light0SpotDir; |
57 | #endif | 57 | #endif |
58 | 58 | ||
59 | #if defined( LIGHT_1 ) | 59 | #if defined( LIGHT_1 ) |
@@ -63,9 +63,9 @@ uniform mat4 u_viewMatrix; | |||
63 | uniform vec3 u_light1Atten; | 63 | uniform vec3 u_light1Atten; |
64 | uniform vec2 u_light1Spot; | 64 | uniform vec2 u_light1Spot; |
65 | uniform vec4 u_light1Color; | 65 | uniform vec4 u_light1Color; |
66 | uniform vec4 u_light1Specular; | 66 | uniform vec4 u_light1Specular; |
67 | varying vec3 v_light1Dir; | 67 | varying vec3 v_light1Dir; |
68 | varying vec3 v_light1SpotDir; | 68 | varying vec3 v_light1SpotDir; |
69 | #endif | 69 | #endif |
70 | 70 | ||
71 | #if defined( LIGHT_2 ) | 71 | #if defined( LIGHT_2 ) |
@@ -75,9 +75,9 @@ uniform mat4 u_viewMatrix; | |||
75 | uniform vec3 u_light2Atten; | 75 | uniform vec3 u_light2Atten; |
76 | uniform vec2 u_light2Spot; | 76 | uniform vec2 u_light2Spot; |
77 | uniform vec4 u_light2Color; | 77 | uniform vec4 u_light2Color; |
78 | uniform vec4 u_light2Specular; | 78 | uniform vec4 u_light2Specular; |
79 | varying vec3 v_light2Dir; | 79 | varying vec3 v_light2Dir; |
80 | varying vec3 v_light2SpotDir; | 80 | varying vec3 v_light2SpotDir; |
81 | #endif | 81 | #endif |
82 | 82 | ||
83 | #if defined( LIGHT_3 ) | 83 | #if defined( LIGHT_3 ) |
@@ -87,9 +87,9 @@ uniform mat4 u_viewMatrix; | |||
87 | uniform vec3 u_light3Atten; | 87 | uniform vec3 u_light3Atten; |
88 | uniform vec2 u_light3Spot; | 88 | uniform vec2 u_light3Spot; |
89 | uniform vec4 u_light3Color; | 89 | uniform vec4 u_light3Color; |
90 | uniform vec4 u_light3Specular; | 90 | uniform vec4 u_light3Specular; |
91 | varying vec3 v_light3Dir; | 91 | varying vec3 v_light3Dir; |
92 | varying vec3 v_light3SpotDir; | 92 | varying vec3 v_light3SpotDir; |
93 | #endif | 93 | #endif |
94 | #endif | 94 | #endif |
95 | 95 | ||
@@ -114,7 +114,7 @@ void main() { | |||
114 | vec4 d = vec4(0.0,0.0,0.0,0.0); // diffuse contribution | 114 | vec4 d = vec4(0.0,0.0,0.0,0.0); // diffuse contribution |
115 | vec4 s = vec4(0.0,0.0,0.0,0.0); // specular contribution | 115 | vec4 s = vec4(0.0,0.0,0.0,0.0); // specular contribution |
116 | vec4 l = vec4(0.0,0.0,0.0,0.0); // lighting contribution | 116 | vec4 l = vec4(0.0,0.0,0.0,0.0); // lighting contribution |
117 | 117 | ||
118 | #if defined( MATERIAL ) | 118 | #if defined( MATERIAL ) |
119 | a += u_ambientColor; | 119 | a += u_ambientColor; |
120 | d += u_diffuseColor; | 120 | d += u_diffuseColor; |
@@ -124,10 +124,10 @@ void main() { | |||
124 | d *= texture2D(s_diffuseMap, v_texcoord); | 124 | d *= texture2D(s_diffuseMap, v_texcoord); |
125 | #endif | 125 | #endif |
126 | 126 | ||
127 | #if ( defined( LIGHTING ) || defined( ENVIRONMENT_MAPPING ) ) | 127 | #if ( defined( LIGHTING ) || defined( ENVIRONMENT_MAPPING ) ) |
128 | vec3 normal = normalize( v_normal ); | 128 | vec3 normal = normalize( v_normal ); |
129 | #endif | 129 | #endif |
130 | 130 | ||
131 | #if defined( LIGHTING ) | 131 | #if defined( LIGHTING ) |
132 | #if defined( NORMAL_MAP ) | 132 | #if defined( NORMAL_MAP ) |
133 | vec4 normalMap = texture2D(s_normalMap, v_texcoord); | 133 | vec4 normalMap = texture2D(s_normalMap, v_texcoord); |
@@ -136,25 +136,25 @@ void main() { | |||
136 | #endif // NORMAL_MAP | 136 | #endif // NORMAL_MAP |
137 | 137 | ||
138 | #if defined( LIGHT_0 ) | 138 | #if defined( LIGHT_0 ) |
139 | { | 139 | { |
140 | // diffuse lighting | 140 | // diffuse lighting |
141 | float ldist = length( v_light0Dir.xyz ); | 141 | float ldist = length( v_light0Dir.xyz ); |
142 | vec3 ldir = v_light0Dir.xyz / ldist; | 142 | vec3 ldir = v_light0Dir.xyz / ldist; |
143 | 143 | ||
144 | float atten = 1.0; | 144 | float atten = 1.0; |
145 | 145 | ||
146 | #if ( LIGHT_0 > 0 ) | 146 | #if ( LIGHT_0 > 0 ) |
147 | atten = 1.0 / ( u_light0Atten.x + u_light0Atten.y * ldist + u_light0Atten.z * ( ldist * ldist ) ); | 147 | atten = 1.0 / ( u_light0Atten.x + u_light0Atten.y * ldist + u_light0Atten.z * ( ldist * ldist ) ); |
148 | #if (LIGHT_0 == 2) | 148 | #if (LIGHT_0 == 2) |
149 | float spotAngle = dot( ldir, normalize( v_light0SpotDir ) ); | 149 | float spotAngle = dot( ldir, normalize( v_light0SpotDir ) ); |
150 | float spotAtten = 0.0; | 150 | float spotAtten = 0.0; |
151 | if ( spotAngle > u_light0Spot.y ) { | 151 | if ( spotAngle > u_light0Spot.y ) { |
152 | spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light0Spot.y ) / ( u_light0Spot.x - u_light0Spot.y ) ) ); | 152 | spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light0Spot.y ) / ( u_light0Spot.x - u_light0Spot.y ) ) ); |
153 | } | 153 | } |
154 | atten *= spotAtten; | 154 | atten *= spotAtten; |
155 | #endif | 155 | #endif |
156 | #endif | 156 | #endif |
157 | 157 | ||
158 | float ndotl = max( 0.0, dot( normal, ldir ) ); | 158 | float ndotl = max( 0.0, dot( normal, ldir ) ); |
159 | l += ndotl * atten * u_light0Color; | 159 | l += ndotl * atten * u_light0Color; |
160 | 160 | ||
@@ -166,27 +166,27 @@ void main() { | |||
166 | #endif | 166 | #endif |
167 | } | 167 | } |
168 | #endif // LIGHT_0 | 168 | #endif // LIGHT_0 |
169 | 169 | ||
170 | #if defined( LIGHT_1 ) | 170 | #if defined( LIGHT_1 ) |
171 | { | 171 | { |
172 | // diffuse lighting | 172 | // diffuse lighting |
173 | float ldist = length( v_light1Dir.xyz ); | 173 | float ldist = length( v_light1Dir.xyz ); |
174 | vec3 ldir = v_light1Dir.xyz / ldist; | 174 | vec3 ldir = v_light1Dir.xyz / ldist; |
175 | 175 | ||
176 | float atten = 1.0; | 176 | float atten = 1.0; |
177 | 177 | ||
178 | #if ( LIGHT_1 > 0 ) | 178 | #if ( LIGHT_1 > 0 ) |
179 | atten = 1.0 / ( u_light1Atten.x + u_light1Atten.y * ldist + u_light1Atten.z * ( ldist * ldist ) ); | 179 | atten = 1.0 / ( u_light1Atten.x + u_light1Atten.y * ldist + u_light1Atten.z * ( ldist * ldist ) ); |
180 | #if (LIGHT_1 == 2) | 180 | #if (LIGHT_1 == 2) |
181 | float spotAngle = dot( ldir, normalize( v_light1SpotDir ) ); | 181 | float spotAngle = dot( ldir, normalize( v_light1SpotDir ) ); |
182 | float spotAtten = 0.0; | 182 | float spotAtten = 0.0; |
183 | if ( spotAngle > u_light1Spot.y ) { | 183 | if ( spotAngle > u_light1Spot.y ) { |
184 | spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light1Spot.y ) / ( u_light1Spot.x - u_light1Spot.y ) ) ); | 184 | spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light1Spot.y ) / ( u_light1Spot.x - u_light1Spot.y ) ) ); |
185 | } | 185 | } |
186 | atten *= spotAtten; | 186 | atten *= spotAtten; |
187 | #endif | 187 | #endif |
188 | #endif | 188 | #endif |
189 | 189 | ||
190 | float ndotl = max( 0.0, dot( normal, ldir ) ); | 190 | float ndotl = max( 0.0, dot( normal, ldir ) ); |
191 | l += ndotl * atten * u_light1Color; | 191 | l += ndotl * atten * u_light1Color; |
192 | 192 | ||
@@ -198,27 +198,27 @@ void main() { | |||
198 | #endif | 198 | #endif |
199 | } | 199 | } |
200 | #endif // LIGHT_1 | 200 | #endif // LIGHT_1 |
201 | 201 | ||
202 | #if defined( LIGHT_2 ) | 202 | #if defined( LIGHT_2 ) |
203 | { | 203 | { |
204 | // diffuse lighting | 204 | // diffuse lighting |
205 | float ldist = length( v_light2Dir.xyz ); | 205 | float ldist = length( v_light2Dir.xyz ); |
206 | vec3 ldir = v_light2Dir.xyz / ldist; | 206 | vec3 ldir = v_light2Dir.xyz / ldist; |
207 | 207 | ||
208 | float atten = 1.0; | 208 | float atten = 1.0; |
209 | 209 | ||
210 | #if ( LIGHT_2 > 0 ) | 210 | #if ( LIGHT_2 > 0 ) |
211 | atten = 1.0 / ( u_light2Atten.x + u_light2Atten.y * ldist + u_light2Atten.z * ( ldist * ldist ) ); | 211 | atten = 1.0 / ( u_light2Atten.x + u_light2Atten.y * ldist + u_light2Atten.z * ( ldist * ldist ) ); |
212 | #if (LIGHT_2 == 2) | 212 | #if (LIGHT_2 == 2) |
213 | float spotAngle = dot( ldir, normalize( v_light2SpotDir ) ); | 213 | float spotAngle = dot( ldir, normalize( v_light2SpotDir ) ); |
214 | float spotAtten = 0.0; | 214 | float spotAtten = 0.0; |
215 | if ( spotAngle > u_light2Spot.y ) { | 215 | if ( spotAngle > u_light2Spot.y ) { |
216 | spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light2Spot.y ) / ( u_light2Spot.x - u_light2Spot.y ) ) ); | 216 | spotAtten = min(1.0, max( 0.0, ( spotAngle - u_light2Spot.y ) / ( u_light2Spot.x - u_light2Spot.y ) ) ); |
217 | } | 217 | } |
218 | atten *= spotAtten; | 218 | atten *= spotAtten; |
219 | #endif | 219 | #endif |
220 | #endif | 220 | #endif |
221 | 221 | ||
222 | float ndotl = max( 0.0, dot( normal, ldir ) ); | 222 | float ndotl = max( 0.0, dot( normal, ldir ) ); |
223 | l += ndotl * atten * u_light2Color; | 223 | l += ndotl * atten * u_light2Color; |
224 | 224 | ||
@@ -228,29 +228,29 @@ void main() { | |||
228 | float ndoth = max( 0.0, dot( normal, halfAngleVec ) ); | 228 | float ndoth = max( 0.0, dot( normal, halfAngleVec ) ); |
229 | s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light2Specular); | 229 | s += atten * pow( ndoth, u_specularPower ) * (u_specularColor * u_light2Specular); |
230 | #endif | 230 | #endif |
231 | } | 231 | } |
232 | #endif // LIGHT_2 | 232 | #endif // LIGHT_2 |
233 | 233 | ||
234 | #if defined( LIGHT_3 ) | 234 | #if defined( LIGHT_3 ) |
235 | { | 235 | { |
236 | // diffuse lighting | 236 | // diffuse lighting |
237 | float ldist = length( v_light3Dir.xyz ); | 237 | float ldist = length( v_light3Dir.xyz ); |
238 | vec3 ldir = v_light3Dir.xyz / ldist; | 238 | vec3 ldir = v_light3Dir.xyz / ldist; |
239 | 239 | ||
240 | float atten = 1.0; | 240 | float atten = 1.0; |
241 | 241 | ||
242 | #if ( LIGHT_3 > 0 ) | 242 | #if ( LIGHT_3 > 0 ) |
243 | atten = 1.0 / ( u_light3Atten.x + u_light3Atten.y * ldist + u_light3Atten.z * ( ldist * ldist ) ); | 243 | atten = 1.0 / ( u_light3Atten.x + u_light3Atten.y * ldist + u_light3Atten.z * ( ldist * ldist ) ); |
244 | #if (LIGHT_3 == 2) | 244 | #if (LIGHT_3 == 2) |
245 | float spotAngle = dot( ldir, normalize( v_light3S |