#version 150 //#extension GL_EXT_gpu_shader4 : enable in vec4 view_dir, view_pos; uniform vec3 ambient; uniform sampler2D t0, t1, t2, t3, t4, t_pp; uniform sampler2D td; uniform int gid, lightsCount; uniform float z_near, z_far; uniform bool firstPass; uniform vec2 dt; uniform vec4 back_color; uniform mat4 mat_proji; 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_pow, sh_mul, dist, NdotL, NdotH, spot, ldist, diff; void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) { lpos = qgl_Light[index].position; ldir = lpos.xyz - (pos.xyz * lpos.w); ldist = length(ldir); ldir = normalize(ldir); halfV = normalize(ldir + v); NdotL = max(dot(n, ldir), 0.); NdotH = max(dot(n, halfV), 0.); spot = step(0., NdotL) * qgl_Light[index].intensity; if (NdotL > 0.) { if (qgl_Light[index].endAngle <= 90.) { float scos = max(dot(-ldir, qgl_Light[index].direction.xyz), 0.); spot *= scos * step(qgl_Light[index].endAngleCos, scos); //spot = clamp(scos / (-qgl_Light[index].endAngleCos + qgl_Light[index].startAngleCos + 0.0001),0,1); spot *= smoothstep(qgl_Light[index].endAngleCos, qgl_Light[index].startAngleCos, scos); //spot = pow(spot, (qgl_Light[index].spotExponent + 0.001)); } spot /= (qgl_Light[index].constantAttenuation + ldist * (qgl_Light[index].linearAttenuation + ldist * qgl_Light[index].quadraticAttenuation)); ///li += spot * gl_LightSource[index].diffuse.rgb * light_diffuse(0, ldir, n); //si += spot * qgl_Light[index].color.rgb * sh_mul * light_specular(0, ldir, n, halfV, v, sh_pow); float NdotLs = NdotL*NdotL; float NdotHs = NdotH*NdotH; float ndlc = (1. - NdotLs) / NdotLs; float der = NdotLs * (sh_mul + ndlc); diff = 2. / (1. + sqrt(1. + (1. - sh_mul) * ndlc)); li += spot * qgl_Light[index].color.rgb * diff;// * light_diffuse(0, ldir, n); ndlc = (1. - NdotHs) / NdotHs; der = NdotHs * (sh_mul + ndlc); si += spot * qgl_Light[index].color.rgb * (sh_mul / (der*der) / 3.1416); //si += der;//dot(n, halfV); } } void main(void) { //if (d == 1.) discard; ivec2 tc = ivec2(gl_FragCoord.xy); vec4 v0 = texture2D(t0, qgl_FragTexture.xy); if (v0.w == 0.) { qgl_FragData[0] = back_color; return; } vec4 v1 = texelFetch(t1, tc, 0), v2 = texelFetch(t2, tc, 0), v3 = texelFetch(t3, tc, 0), v4 = texelFetch(t4, tc, 0); vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1); vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.); float height = v2.w; li = qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity; //li = vec3(0.); si = vec3(0.); float posz = z_near * z_far / (texture2D(td, tc).r * (z_far - z_near) - z_far); pos = vec4(sp, 0., 1) * mat_proji; pos.xy *= v3.w; pos.z = posz; pos.xyz += n * height; //pos.xyz = v3.xyz; //pos = v3; //pos = vec4(sp, 0, 1.) * mat_proji; //pos *= v0.w; //pos.z += 1; //pos.xy *= 10.; //pos.z = v0.w; vec3 v = normalize(-pos.xyz); sh_pow = 1. / max((1. - v1.w), 0.0001); sh_mul = max(1. - v1.w, 0.0001); for (int i = 0; i < 16; ++i) calcLight(i, n, v, v2); qgl_FragData[0].rgb = li * dc + si * v2.rgb + v3.rgb + texture(t_pp, tc).rgb; //qgl_FragData[0].rgb = vec3(abs(lpos.xyz - pos.xyz)/10); //qgl_FragData[0].rgb = si.rgb; //qgl_FragData[0].rgb = vec3(length(v4.xyz)/10); //qgl_FragData[0].a = 0.; }