diff options
Diffstat (limited to 'example/fragmentshader.glsl')
-rw-r--r-- | example/fragmentshader.glsl | 19 |
1 files changed, 16 insertions, 3 deletions
diff --git a/example/fragmentshader.glsl b/example/fragmentshader.glsl index 631ea69..fc7b4c8 100644 --- a/example/fragmentshader.glsl +++ b/example/fragmentshader.glsl @@ -2,6 +2,7 @@ out vec4 outpix; uniform vec3 campos; uniform vec3 lightpos; +uniform vec4 lightattrib; uniform sampler2D tex; uniform sampler2D elev; //varing blends them it is transformed to world space @@ -18,18 +19,30 @@ void main() float diffuse = dot(lightnormal, fragnormal.xyz); if (diffuse < 0.0) { diffuse = 0.0; + } else { } vec3 camnormal = normalize(campos - refpos); - lightnormal = -normalize((lightpos - refpos)); // this time it is an incoming vector + lightnormal = normalize((refpos - lightpos)); // this time it is an incoming vector vec3 refnormal = lightnormal - (2 * dot(lightnormal, fragnormal.xyz) * fragnormal.xyz); float reflect = dot(camnormal, refnormal); + if (reflect < 0.0) { + reflect = 0.0; + } else { + } diffuse = pow(diffuse, 2.0); reflect = pow(reflect, 2.0); - float light = (elevpix.b) * reflect + elevpix.a * diffuse; + float dist = abs(length(difpos - lightpos)) / lightattrib.a; + if (dist > 1.0) { + dist = 1.0; + } + dist = 1 - pow(dist, 4.0); + float lightr = (elevpix.b) * 1.0 * lightattrib.r * reflect + elevpix.a * 1.0 * dist * diffuse; + float lightg = (elevpix.b) * 1.0 * lightattrib.g * reflect + elevpix.a * 1.0 * dist * diffuse; + float lightb = (elevpix.b) * 1.0 * lightattrib.b * reflect + elevpix.a * 1.0 * dist * diffuse; vec4 texpix = texture(tex, fragtexcoord); //this should be the vertex in camera space without the w value //outpix = gl_FragCoord; - outpix = light * texpix; + outpix = vec4(lightr * texpix.r, lightg * texpix.g, lightb * texpix.b, texpix.a); //outpix = vec4(light * 1.0,light * 1.0,light * 1.0, 1.0); //outpix = vec4(fragpos.x ,fragpos.y ,fragpos.z, 0.5); //outpix = vec4(fragnormal.x, fragnormal.y, fragnormal.z, 0.5); |