1 | uniform sampler2D texture;
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2 | uniform vec3 LightPos;
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3 | uniform vec3 Kd;
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4 | uniform sampler2D shadowMap;
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5 | uniform sampler2D spotlight;
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6 | uniform float modeDirect;
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7 | uniform float modeLight;
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8 | uniform float modeIndirect;
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9 | uniform float modeAmbient;
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10 | uniform vec3 intensity;
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11 | uniform vec3 lpower;
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12 | uniform vec3 factor;
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13 |
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14 | varying vec4 position;
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15 | varying vec3 color;
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16 | varying vec2 texCoord;
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17 | varying vec3 normal;
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18 | varying vec3 lightVect;
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19 | varying vec4 shadowCoord;
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20 | varying vec3 position1;
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21 |
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22 |
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23 | void main()
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24 | {
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25 | vec4 aux = tex2D(texture,texCoord);
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26 |
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27 | normal = normalize(normal);
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28 |
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29 | float depth = length(lightVect);
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30 |
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31 | lightVect /= depth;
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32 |
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33 | vec3 L;
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34 | float diffuseLight;
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35 | vec3 diffuse = vec3(0.0, 0.0, 0.0);
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36 | float sum = 0;
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37 | float sum2 = 0;
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38 | float x, y;
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39 | float s;
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40 | float ac;
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41 | float shadow = 0.0;
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42 | float sLight;
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43 |
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44 | if (modeDirect == 1.0)
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45 | {
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46 | L = normalize(LightPos - position1.xyz);
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47 | diffuseLight = lpower * max(dot(normalize(normal), L), 0);
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48 | diffuse = Kd * diffuseLight;
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49 |
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50 | vec3 b = shadowCoord.xyz / shadowCoord.w;
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51 | vec4 a = texture2DProj(shadowMap,shadowCoord);
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52 | shadow = (depth < a.r + 0.01);
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53 |
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54 | shadow *= float(shadowCoord.w > 0.01);
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55 | float variance = a.g - (a.r * a.r);
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56 | float m_d = a.r - depth;
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57 | float p_max = variance / (variance + m_d * m_d);
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58 | shadow = max(p_max, shadow);
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59 | }
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60 |
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61 | if (modeIndirect == 0.0)
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62 | {
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63 | if (modeAmbient == 0.0)
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64 | {
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65 | if (modeDirect == 0.0) gl_FragColor = vec4(0.0,0.0,0.0,1.0);
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66 | else gl_FragColor = vec4(color.xyz, 1.0)* shadow * vec4(diffuse,0.0);
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67 | }
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68 | else
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69 | {
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70 | if (modeDirect == 0.0) gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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71 | else gl_FragColor = vec4(color.xyz, 1.0) * (vec4(intensity,1.0)* vec4(factor,1.0) + shadow * vec4(diffuse,0.0));
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72 | }
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73 | }
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74 | else
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75 | {
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76 | if (modeDirect == 0.0) gl_FragColor = vec4(color.xyz, 1.0)* vec4(intensity,1.0) * vec4(aux.rgb, 1.0);
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77 | else gl_FragColor = vec4(color.xyz, 1.0) * (vec4(intensity,1.0) * vec4(aux.rgb, 1.0) + shadow * vec4(diffuse,0.0));
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78 | }
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79 |
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80 | if (modeLight == 1.0) gl_FragColor = vec4(aux.rgb,1.0);
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81 | } |
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