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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);
}
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