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/* <copyright>
This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
</copyright> */
#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
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