git-svn-id: svn://db.shs.com.ru/libs@42 a8b55f48-bf90-11e4-a774-851b48703e85
This commit is contained in:
@@ -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