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-rw-r--r--example/fragmentshadowshader.glsl49
1 files changed, 49 insertions, 0 deletions
diff --git a/example/fragmentshadowshader.glsl b/example/fragmentshadowshader.glsl
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+#version 130
+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
+varying vec4 fragpos;
+varying vec4 fragnormal;
+varying vec2 fragtexcoord;
+void main()
+{
+ vec4 elevpix = texture(elev, fragtexcoord);
+ //the format is diffuse reflect and percent
+ vec3 difpos = vec3(fragpos.xyz) + ((elevpix.r - .5) * 2 * fragnormal.xyz);
+ vec3 refpos = vec3(fragpos.xyz) + ((elevpix.g - .5) * 2 * fragnormal.xyz);
+ vec3 lightnormal = normalize((lightpos - difpos));
+ float diffuse = dot(lightnormal, fragnormal.xyz);
+ if (diffuse < 0.0) {
+ diffuse = 0.0;
+ } else {
+ }
+ vec3 camnormal = normalize(campos - refpos);
+ 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 dist = abs(length(difpos - lightpos)) / lightattrib.a;
+ if (dist > 1.0) {
+ dist = 1.0;
+ }
+ dist = 1 - pow(dist, 4.0);
+ float lightr = (elevpix.b) * 0.5 * lightattrib.r * reflect + elevpix.a * 0.5 * dist * diffuse;
+ float lightg = (elevpix.b) * 1.0 * lightattrib.g * reflect + elevpix.a * 1.0 * dist * diffuse;
+ float lightb = (elevpix.b) * 0.5 * lightattrib.b * reflect + elevpix.a * 0.5 * dist * diffuse;
+ vec4 texpix = texture(tex, fragtexcoord);
+ //this should be the vertex in camera space without the w value
+ //outpix = gl_FragCoord;
+ 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);
+}