git-svn-id: svn://db.shs.com.ru/libs@42 a8b55f48-bf90-11e4-a774-851b48703e85
This commit is contained in:
@@ -1,6 +1,6 @@
|
||||
#version 130
|
||||
|
||||
in vec3 src_normal, normal, et;
|
||||
in vec3 src_normal, normal;//, et;
|
||||
in vec4 pos, col;
|
||||
in float fogCoord;
|
||||
|
||||
@@ -19,9 +19,13 @@ void main(void) {
|
||||
if (has_height) hei = dot(texture2D(t2, gl_TexCoord[0].xy).rgb, luma) * height_scale;
|
||||
if (acc_fog) dc.xyz = mix(dc.rgb, gl_Fog.color.rgb, fogCoord);
|
||||
|
||||
vec3 n;
|
||||
if (has_bump) n = normalize(normal - (texture2D(t1, gl_TexCoord[0].xy).rgb - vec3(0.5, 0.5, 1.)) * bump_scale);
|
||||
else n = normalize(normal);
|
||||
vec3 n, dn;
|
||||
if (has_bump) {
|
||||
dn = (texture2D(t1, gl_TexCoord[0].xy).rgb - vec3(0.5, 0.5, 1.)) * bump_scale;
|
||||
dn.x = -dn.x;
|
||||
dn = dn * mat3(gl_ModelViewMatrixInverse);
|
||||
n = normalize(normal - dn);
|
||||
} else n = normalize(normal);
|
||||
|
||||
if (has_diffuse) {
|
||||
|
||||
@@ -30,7 +34,7 @@ void main(void) {
|
||||
dpm = gl_ModelViewProjectionMatrixInverse
|
||||
dpm = dpm * gl_ModelViewProjectionMatrixInverse;
|
||||
dpm += */
|
||||
tc += 1-et.xy * hei/10;// / et.z;
|
||||
//tc += 1+et.xy * hei/10;// / et.z;
|
||||
dc *= texture2D(t0, tc);
|
||||
}
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@ in vec3 normal[];
|
||||
out vec3 tangent[];
|
||||
|
||||
void main() {
|
||||
for (int i = 0; i < gl_in.length(); i++ ) {
|
||||
for (int i = 0; i < gl_in.length(); i++) {
|
||||
gl_Position = gl_in[i].gl_Position;
|
||||
EmitVertex();
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
#version 130
|
||||
|
||||
out vec3 src_normal, normal, et;
|
||||
out vec3 src_normal, normal;//, et;
|
||||
out vec4 pos, col;
|
||||
out float fogCoord, fs_gid;
|
||||
|
||||
@@ -23,19 +23,19 @@ void main(void) {
|
||||
src_normal = normalize(/*gl_NormalMatrix * */vec3(pos.xy * dt * 2., 0));
|
||||
//pos = gl_Position;
|
||||
|
||||
vec3 v = normalize(-pos.xyz); // vector to the eye
|
||||
//vec3 v = normalize(-pos.xyz); // vector to the eye
|
||||
|
||||
/*vec3 t = gl_NormalMatrix * vec3(1., 0., 0.);
|
||||
vec3 b = gl_NormalMatrix * vec3(0., 1., 0.);
|
||||
et = vec3(dot(v, t), dot(v, b), dot(v, normal));*/
|
||||
|
||||
vec3 t = normalize(gl_NormalMatrix * vec3(gl_MultiTexCoord0.yx, 1));
|
||||
vec3 b = cross(normal, t);
|
||||
//vec3 t = normalize(gl_NormalMatrix * vec3(gl_MultiTexCoord0.yx, 1));
|
||||
//vec3 b = cross(normal, t);
|
||||
|
||||
mat3 tbnMatrix = mat3(t.x, b.x, normal.x,
|
||||
/*mat3 tbnMatrix = mat3(t.x, b.x, normal.x,
|
||||
t.y, b.y, normal.y,
|
||||
t.z, b.z, normal.z);
|
||||
et = tbnMatrix * v;
|
||||
et = tbnMatrix * v;*/
|
||||
|
||||
|
||||
pos.w = gl_Position.w;
|
||||
|
||||
@@ -8,17 +8,14 @@ uniform int gid, lightsCount;
|
||||
uniform bool firstPass;
|
||||
uniform vec2 dt;
|
||||
uniform vec4 back_color;
|
||||
//uniform vec3 eye;
|
||||
//uniform vec4 lpos[8];
|
||||
uniform mat4 mat;
|
||||
//uniform float zNear, zFar;
|
||||
|
||||
float light_diffuse(int model, vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {return max(0., dot(l, n));}
|
||||
float light_diffuse(int model, vec3 l, vec3 n) {return max(0., dot(l, n));}
|
||||
float light_specular(int model, vec3 l, vec3 n, vec3 h, vec3 v, float shininess) {return max(0., pow(dot(n, h), shininess));}
|
||||
|
||||
vec4 pos, lpos;
|
||||
vec3 li, si, ldir, halfV;
|
||||
float sh, dist, NdotL, spot, ldist;
|
||||
float sh_pow, sh_mul, dist, NdotL, spot, ldist, diff;
|
||||
|
||||
void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
|
||||
lpos = gl_LightSource[index].position;
|
||||
@@ -34,14 +31,16 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) {
|
||||
spot = pow(spot, (gl_LightSource[index].spotExponent + 0.001));
|
||||
}
|
||||
halfV = normalize(ldir + v);
|
||||
//i += gl_LightSource[i].diffuse.rgb * NdotL;
|
||||
//si += gl_LightSource[i].specular.rgb * pow(max(dot(n, halfV), 0.), sh);
|
||||
spot /= (gl_LightSource[index].constantAttenuation + ldist * (gl_LightSource[index].linearAttenuation + ldist * gl_LightSource[index].quadraticAttenuation));
|
||||
li += spot * gl_LightSource[index].diffuse.rgb * light_diffuse(0, ldir, n, halfV, v, sh);
|
||||
si += spot * gl_LightSource[index].specular.rgb * v2.rgb * light_specular(0, ldir, n, halfV, v, sh);
|
||||
//li += spot * gl_LightSource[index].diffuse.rgb * light_diffuse(0, ldir, n);
|
||||
//si += spot * gl_LightSource[index].specular.rgb * sh_mul * light_specular(0, ldir, n, halfV, v, sh_pow);
|
||||
float NdotLs = NdotL*NdotL;
|
||||
float ndlc = (1. - NdotLs) / NdotLs;
|
||||
float der = NdotLs * (sh_mul + ndlc);
|
||||
diff = 2. / (1. + sqrt(1. + (1. - sh_mul) * ndlc));
|
||||
li += spot * gl_LightSource[index].diffuse.rgb * diff * light_diffuse(0, ldir, n);
|
||||
si += spot * gl_LightSource[index].specular.rgb * (sh_mul / (der*der) / 3.1416);
|
||||
}
|
||||
//li = vec3(gl_LightSource[index].spotExponent);
|
||||
//si = vec3(0);
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
@@ -51,7 +50,7 @@ void main(void) {
|
||||
gl_FragColor = back_color;
|
||||
return;
|
||||
}
|
||||
vec4 v1 = texture2D(t1, gl_TexCoord[0].xy), v2 = texture2D(t2, gl_TexCoord[0].xy);//, v3 = texture2D(t3, gl_TexCoord[0].xy);
|
||||
vec4 v1 = texture2D(t1, gl_TexCoord[0].xy), v2 = texture2D(t2, gl_TexCoord[0].xy);//, v3 = texture2D(t2, gl_TexCoord[0].xy);
|
||||
vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1);
|
||||
vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.);
|
||||
float height = v2.w;
|
||||
@@ -62,9 +61,8 @@ void main(void) {
|
||||
pos *= v0.w;
|
||||
pos.rgb += n * height;
|
||||
vec3 v = normalize(-pos.xyz);
|
||||
sh = v1.w;
|
||||
//int light_model = int(v3.r * 255. + 0.5);
|
||||
//li = ambient;
|
||||
sh_pow = 1. / max((1. - v1.w), 0.0001);
|
||||
sh_mul = max(1. - v1.w, 0.0001);
|
||||
if (lightsCount > 0) {
|
||||
calcLight(0, n, v, v2);
|
||||
if (lightsCount > 1) {
|
||||
@@ -89,6 +87,6 @@ void main(void) {
|
||||
}
|
||||
}
|
||||
}
|
||||
gl_FragColor.rgb = li * dc + si + texture2D(tb, gl_TexCoord[0].xy).rgb;
|
||||
//gl_FragColor.rgb = v0.rgb;
|
||||
gl_FragColor.rgb = li * dc + si * v2.rgb + texture2D(tb, gl_TexCoord[0].xy).rgb;
|
||||
//gl_FragColor.rgb = vec3(v2.rgb);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user