/* Copyright (c) 2012, Motorola Mobility LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of Motorola Mobility LLC nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifdef GL_ES precision highp float; #endif // lighting uniforms uniform vec3 u_lightPos; uniform vec4 u_lightDiff; uniform vec4 u_lightAmb; // diffuse map uniform sampler2D colMap; // environment map uniform sampler2D envMap; // normal map uniform sampler2D normalMap; //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; void main() { vec4 colMapTexel = vec4(texture2D(colMap, vec2(vNormal.w, 1.0 - vECPos.w)).rgb, 1.0); // normal mapping vec3 normal = normalize(vNormal.xyz); vec3 mapNormal = texture2D(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_lightPos - 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_lightAmb; vec4 diffuse = u_matDiffuse * (colMapTexel + envMapTexel); if (u_renderGlow <= 0.5) diffuse *= u_lightDiff * diffuseIntensity * attenuation; vec4 specular = 2.0 * pf * envMapTexel; gl_FragColor = (colMapTexel*(ambient + diffuse)) + specular + vec4(0.0,0.0,0.0,1.0); }