source: OGRE/trunk/ogrenew/Samples/Media/DeferredShadingMedia/DeferredShading/post/glsl/GlobalLight_ps.glsl @ 692

Revision 692, 3.2 KB checked in by mattausch, 19 years ago (diff)

adding ogre 1.2 and dependencies

Line 
1/******************************************************************************
2Copyright (c) W.J. van der Laan
3
4Permission is hereby granted, free of charge, to any person obtaining a copy of
5this software  and associated documentation files (the "Software"), to deal in
6the Software without restriction, including without limitation the rights to use,
7copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
8Software, and to permit persons to whom the Software is furnished to do so, subject
9to the following conditions:
10
11The above copyright notice and this permission notice shall be included in all copies
12or substantial portions of the Software.
13
14THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
15INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
16PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
17HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
18OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE
19SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
20******************************************************************************/
21/** Deferred shading framework
22        // W.J. :wumpus: van der Laan 2005 //
23       
24        Post shader: Multipass, one light
25*/
26uniform sampler2D tex0;
27uniform sampler2D tex1;
28
29varying vec2 texCoord;
30varying vec3 projCoord;
31
32// Attributes of light
33uniform vec4 lightPos0;
34uniform vec3 lightDiffuseColor0;
35uniform vec3 lightSpecularColor0;
36
37// Global parameters for lights
38struct LightGlobal
39{
40        vec3 position;
41        vec3 normal;
42        vec3 viewDir;
43};
44
45// Current state of light
46struct LightAccum
47{
48        vec3 light_diffuse;
49        vec3 light_specular;
50};
51
52// Do lighting calculations for one light
53void processLight(
54        inout LightAccum accum,
55        LightGlobal global,
56        vec4 lightPos,
57        vec3 lightDiffuseColor,
58        vec3 lightSpecularColor)
59{
60    vec3 lightVec = vec3(lightPos) - global.position;
61    vec3 lightDir = normalize(lightVec);
62    accum.light_diffuse += max(0.0,dot(lightDir, global.normal)) * lightDiffuseColor;
63   
64    vec3 h = normalize(global.viewDir + lightDir);
65    accum.light_specular += pow(dot(global.normal, h),32.0) * lightSpecularColor;
66}
67
68void main()
69{
70        vec4 a0 = texture2D(tex0, texCoord); // Attribute 0: Diffuse color+shininess
71    vec4 a1 = texture2D(tex1, texCoord); // Attribute 1: Normal+depth
72     
73    // Attributes
74    vec3 colour = a0.rgb;
75    float alpha = a0.a;         // Specularity
76    float distance = a1.w;  // Distance from viewer -- is zero if no lighting wanted
77   
78    LightGlobal global;
79    global.normal = a1.xyz;
80        global.position = projCoord*distance;
81   
82    // Apply light
83    LightAccum accum;
84    accum.light_diffuse = vec3(0,0,0);
85    accum.light_specular = vec3(0,0,0);
86    global.viewDir = -normalize(global.position);
87   
88    processLight(accum, global, lightPos0, lightDiffuseColor0, lightSpecularColor0);
89   
90    // Calcalate total lighting for this fragment
91    vec3 total_light_contrib;
92        total_light_contrib = accum.light_diffuse+alpha*accum.light_specular;
93       
94        // Calculate colour of fragment
95    gl_FragColor = vec4( total_light_contrib*colour ,0);
96}
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