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

This commit is contained in:
2015-11-16 18:20:13 +00:00
parent c27e345c51
commit ddcd5c716a
18 changed files with 389 additions and 158 deletions

View File

@@ -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);
}