#version 130 //#extension GL_EXT_gpu_shader4 : enable uniform vec3 ambient; uniform sampler2D t0, t1, t2, tb; uniform int gid, lightsCount; uniform bool firstPass; uniform vec2 dt; uniform vec4 back_color; uniform mat4 mat; 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, spot, ldist, diff; void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) { lpos = gl_LightSource[index].position; ldir = lpos.xyz - (pos.xyz * lpos.w); ldist = length(ldir); ldir = normalize(ldir); NdotL = max(dot(n, ldir), 0.); spot = step(0., NdotL); if (NdotL > 0.) { if (gl_LightSource[index].spotCutoff < 180.) { spot = max(dot(-ldir, gl_LightSource[index].spotDirection.xyz), 0.); spot *= step(gl_LightSource[index].spotCosCutoff, spot); spot = pow(spot, (gl_LightSource[index].spotExponent + 0.001)); } halfV = normalize(ldir + v); 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); //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); } } void main(void) { //if (d == 1.) discard; vec4 v0 = texture2D(t0, gl_TexCoord[0].xy); if (v0.w == 0.) { gl_FragColor = back_color; return; } 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; li = gl_LightModel.ambient.rgb; si = vec3(0.); pos = vec4(sp, 0, 1.) * mat; pos *= v0.w; pos.rgb += n * height; vec3 v = normalize(-pos.xyz); 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) { calcLight(1, n, v, v2); if (lightsCount > 2) { calcLight(2, n, v, v2); if (lightsCount > 3) { calcLight(3, n, v, v2); if (lightsCount > 4) { calcLight(4, n, v, v2); if (lightsCount > 5) { calcLight(5, n, v, v2); if (lightsCount > 6) { calcLight(6, n, v, v2); if (lightsCount > 7) { calcLight(7, n, v, v2); } } } } } } } } gl_FragColor.rgb = li * dc + si * v2.rgb + texture2D(tb, gl_TexCoord[0].xy).rgb; //gl_FragColor.rgb = vec3(v2.rgb); }