1 | /******************************************************************************
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2 | Copyright (c) W.J. van der Laan
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3 |
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4 | Permission is hereby granted, free of charge, to any person obtaining a copy of
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5 | this software and associated documentation files (the "Software"), to deal in
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6 | the Software without restriction, including without limitation the rights to use,
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7 | copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
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8 | Software, and to permit persons to whom the Software is furnished to do so, subject
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9 | to the following conditions:
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10 |
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11 | The above copyright notice and this permission notice shall be included in all copies
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12 | or substantial portions of the Software.
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13 |
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14 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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15 | INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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16 | PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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17 | HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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18 | OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE
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19 | SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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20 | ******************************************************************************/
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21 | /** Deferred shading framework
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22 | // W.J. :wumpus: van der Laan 2005 //
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23 |
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24 | Post shader: Single pass
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25 | */
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26 | uniform sampler2D tex0;
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27 | uniform sampler2D tex1;
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28 |
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29 | varying vec2 texCoord;
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30 | varying vec3 projCoord;
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31 |
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32 | uniform mat4 proj;
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33 |
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34 | uniform vec3 ambientColor;
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35 | // Attributes of light 0
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36 | uniform vec4 lightPos0;
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37 | uniform vec3 lightDiffuseColor0;
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38 | uniform vec3 lightSpecularColor0;
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39 | // Attributes of light 1
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40 | uniform vec4 lightPos1;
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41 | uniform vec3 lightDiffuseColor1;
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42 | uniform vec3 lightSpecularColor1;
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43 |
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44 | // Global parameters for lights
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45 | struct LightGlobal
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46 | {
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47 | vec3 position;
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48 | vec3 normal;
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49 | vec3 viewDir;
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50 | };
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51 |
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52 | // Current state of light
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53 | struct LightAccum
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54 | {
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55 | vec3 light_diffuse;
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56 | vec3 light_specular;
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57 | };
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58 |
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59 | // Do lighting calculations for one light
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60 | void processLight(
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61 | inout LightAccum accum,
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62 | LightGlobal global,
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63 | vec4 lightPos,
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64 | vec3 lightDiffuseColor,
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65 | vec3 lightSpecularColor)
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66 | {
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67 | vec3 lightVec = vec3(lightPos) - global.position;
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68 | vec3 lightDir = normalize(lightVec);
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69 | accum.light_diffuse += max(0.0,dot(lightDir, global.normal)) * lightDiffuseColor;
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70 |
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71 | vec3 h = normalize(global.viewDir + lightDir);
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72 | accum.light_specular += pow(dot(global.normal, h),32.0) * lightSpecularColor;
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73 | }
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74 |
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75 | void main()
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76 | {
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77 | vec4 a0 = texture2D(tex0, texCoord); // Attribute 0: Diffuse color+shininess
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78 | vec4 a1 = texture2D(tex1, texCoord); // Attribute 1: Normal+depth
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79 |
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80 | // Clip fragment if depth is too far, so the skybox can be rendered on the background
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81 | if(a1.w==0.0)
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82 | discard;
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83 |
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84 | // Attributes
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85 | vec3 colour = a0.rgb;
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86 | float alpha = a0.a; // Specularity
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87 | float distance = a1.w; // Distance from viewer -- is zero if no lighting wanted
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88 |
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89 | LightGlobal global;
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90 | global.normal = a1.xyz;
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91 | global.position = projCoord*distance;
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92 |
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93 | // Apply light
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94 | LightAccum accum;
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95 | accum.light_diffuse = vec3(0,0,0);
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96 | accum.light_specular = vec3(0,0,0);
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97 | global.viewDir = -normalize(global.position);
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98 |
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99 | processLight(accum, global, lightPos0, lightDiffuseColor0, lightSpecularColor0);
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100 | processLight(accum, global, lightPos1, lightDiffuseColor1, lightSpecularColor1);
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101 |
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102 | // Calcalate total lighting for this fragment
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103 | vec3 total_light_contrib;
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104 | total_light_contrib = ambientColor+accum.light_diffuse+alpha*accum.light_specular;
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105 |
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106 | // Calculate colour of fragment
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107 | gl_FragColor = vec4( total_light_contrib*colour ,0);
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108 |
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109 | // Calculate depth of fragment; GL requires a 2.0* here as the range is [-1, 1]
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110 | gl_FragDepth = projCoord.z*proj[2][2] + proj[3][2]/(2.0*distance);
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111 | } |
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