From 648ee61ae84216d0236e0dbc211addc13b2cfa3a Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 11:52:06 -0700 Subject: Expand tabs --- assets/shaders/test_fshader.glsl | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) (limited to 'assets/shaders/test_fshader.glsl') diff --git a/assets/shaders/test_fshader.glsl b/assets/shaders/test_fshader.glsl index d2b3bd40..1fa78e44 100755 --- a/assets/shaders/test_fshader.glsl +++ b/assets/shaders/test_fshader.glsl @@ -40,7 +40,7 @@ uniform vec4 u_light0Amb; // diffuse map uniform sampler2D u_colMap; -// environment map +// environment map uniform sampler2D envMap; // normal map @@ -72,12 +72,12 @@ varying float vDiffuseIntensity; void main() { - vec4 rgba_depth = texture2D(depthMap, vShadowCoord.xy/vShadowCoord.w, -32.0); - 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); - float dist = vShadowCoord.w/200.0; - float d = dot(rgba_depth, bit_shift); - float shadowCoef = (dist > d + 0.00779) ? (0.6) : (1.0); - + vec4 rgba_depth = texture2D(depthMap, vShadowCoord.xy/vShadowCoord.w, -32.0); + 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); + float dist = vShadowCoord.w/200.0; + float d = dot(rgba_depth, bit_shift); + float shadowCoef = (dist > d + 0.00779) ? (0.6) : (1.0); + vec4 colMapTexel = vec4(0); if (u_renderGlow <= 0.5) { colMapTexel = vec4(texture2D(u_colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); @@ -120,7 +120,7 @@ void main() vec4 diffuse = u_matDiffuse * (colMapTexel + envMapTexel)*shadowCoef; if (u_renderGlow <= 0.5) { - diffuse *= u_light0Diff; + diffuse *= u_light0Diff; } vec4 specular = 2.0 * pf * envMapTexel; @@ -138,7 +138,7 @@ void main() vec4 colMapTexel = vec4(texture2D(u_colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); // // normal mapping - vec3 normal = normalize(vNormal.xyz); + vec3 normal = normalize(vNormal.xyz); // vec3 mapNormal = texture2D(u_normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0; // mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal); // -- cgit v1.2.3 From 6803c0abd279fcb640c38b3881b751bab982cbe0 Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 12:42:16 -0700 Subject: Remove trailing spaces --- assets/shaders/test_fshader.glsl | 44 ++++++++++++++++++++-------------------- 1 file changed, 22 insertions(+), 22 deletions(-) (limited to 'assets/shaders/test_fshader.glsl') diff --git a/assets/shaders/test_fshader.glsl b/assets/shaders/test_fshader.glsl index 1fa78e44..de5da773 100755 --- a/assets/shaders/test_fshader.glsl +++ b/assets/shaders/test_fshader.glsl @@ -40,7 +40,7 @@ uniform vec4 u_light0Amb; // diffuse map uniform sampler2D u_colMap; -// environment map +// environment map uniform sampler2D envMap; // normal map @@ -77,7 +77,7 @@ void main() float dist = vShadowCoord.w/200.0; float d = dot(rgba_depth, bit_shift); float shadowCoef = (dist > d + 0.00779) ? (0.6) : (1.0); - + vec4 colMapTexel = vec4(0); if (u_renderGlow <= 0.5) { colMapTexel = vec4(texture2D(u_colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); @@ -89,32 +89,32 @@ void main() vec3 normal = normalize(vNormal.xyz); vec3 mapNormal = texture2D(u_normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0; mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal); - + // create envmap coordinates vec3 r = reflect( normalize(vec3(vECPos.xyz - vEyePos.xyz)), mapNormal); float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + r.z*r.z ); - + // calculate environment map texel vec4 envMapTexel = vec4(texture2D(envMap, vec2(r.x/m + 0.5, r.y/m + 0.5)).rgb, 0.0); - + // lighting vec3 lightDirection = u_light0Pos - vECPos.xyz; float lightDist = length(lightDirection); lightDirection /= lightDist; - + float attenuation = clamp(1.0 - lightDist * 0.01, 0.0, 1.0); - + vec3 halfVec = normalize(lightDirection + vEyePos); - + float diffuseIntensity = max(0.0, dot(mapNormal, lightDirection)); float specularModifier = max(0.0, dot(mapNormal, halfVec)); - + float pf; if(diffuseIntensity == 0.0) pf = 0.0; else pf = pow(specularModifier, 76.0); - + vec4 ambient = u_matAmbient * u_light0Amb; vec4 diffuse = u_matDiffuse * (colMapTexel + envMapTexel)*shadowCoef; @@ -122,9 +122,9 @@ void main() if (u_renderGlow <= 0.5) { diffuse *= u_light0Diff; } - + vec4 specular = 2.0 * pf * envMapTexel; - + //gl_FragColor = vec4(dist, dist, dist, 1.0); gl_FragColor = ((colMapTexel*(ambient + diffuse)) + specular); } @@ -141,40 +141,40 @@ void main() vec3 normal = normalize(vNormal.xyz); // vec3 mapNormal = texture2D(u_normalMap, vec2(vNormal.w, vECPos.w)).xyz * 2.0 - 1.0; // mapNormal = normalize(mapNormal.x*vec3(normal.z, 0.0, -normal.x) + vec3(0.0, mapNormal.y, 0.0) + mapNormal.z*normal); -// +// // // create envmap coordinates // vec3 r = reflect( (vec3(vECPos.xyz - vEyePos.xyz)), mapNormal); // float m = 2.0 * length(r); - + // calculate environment map texel //vec4 envMapTexel = vec4(texture2D(envMap, vec2(r.x/m + 0.5, r.y/m + 0.5)).rgb, 0.0); vec4 envMapTexel = vec4(texture2D(envMap, vEnvTexCoord).rgb, 0.0); - + // lighting //vec3 lightDirection = normalize(u_light0Pos - vECPos.xyz); // float lightDist = length(lightDirection); // lightDirection /= lightDist; - - + + //vec3 halfVec = normalize(lightDirection + vEyePos); - + //float diffuseIntensity = max(0.0, dot(normal, lightDirection)); // float specularModifier = max(0.0, dot(mapNormal, halfVec)); - + // float pf; //if(diffuseIntensity == 0.0) //pf = 0.0; //else //pf = pow(specularModifier, 76.0); - + // vec4 ambient = u_matAmbient * u_light0Amb; vec4 diffuse = u_matDiffuse*(colMapTexel + envMapTexel)*(vDiffuseIntensity + u_matAmbient); //diffuse *= u_light0Diff * diffuseIntensity; - + //vec4 specular = envMapTexel; - + //gl_FragColor = vec4(dist, dist, dist, 1.0); gl_FragColor = diffuse;//(colMapTexel*(ambient + diffuse)) + specular; } -- cgit v1.2.3