/* This file contains proprietary software owned by Motorola Mobility, Inc.
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
*/ #ifdef GL_ES precision highp float; #endif // lighting uniforms uniform vec3 u_light0Pos; uniform vec4 u_light0Diff; uniform vec4 u_light0Amb; // diffuse map uniform sampler2D u_colMap; // environment map uniform sampler2D envMap; // normal map uniform sampler2D u_normalMap; // specular map uniform sampler2D u_glowMap; // depth map uniform sampler2D depthMap; //material uniforms uniform vec4 u_matAmbient; uniform vec4 u_matDiffuse; uniform vec4 u_matSpecular; //uniform float u_matShininess; uniform vec4 u_matEmission; uniform float u_renderGlow; // varyings varying vec4 vNormal; // w = texcoord.x varying vec4 vECPos; // w = texcoord.y varying vec3 vEyePos; varying vec4 vShadowCoord; varying vec2 vEnvTexCoord; varying float vDiffuseIntensity; #if defined( PC ) 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 colMapTexel = vec4(0); if (u_renderGlow <= 0.5) { colMapTexel = vec4(texture2D(u_colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); } else { colMapTexel = vec4(texture2D(u_glowMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); } // normal mapping 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; 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); } #endif #if defined( DEVICE ) void main() { vec4 colMapTexel = vec4(texture2D(u_colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); // // normal mapping 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; } #endif