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: Light geometry material |
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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 | // World view matrix to get object position in view space |
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33 | uniform mat4 worldView; |
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34 | |
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35 | // Attributes of light |
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36 | uniform vec3 lightDiffuseColor; |
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37 | uniform vec3 lightSpecularColor; |
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38 | uniform vec3 lightFalloff; |
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39 | |
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40 | void main() |
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41 | { |
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42 | vec4 a0 = texture2D(tex0, texCoord); // Attribute 0: Diffuse color+shininess |
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43 | vec4 a1 = texture2D(tex1, texCoord); // Attribute 1: Normal+depth |
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44 | |
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45 | // Attributes |
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46 | vec3 colour = a0.rgb; |
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47 | float alpha = a0.a; // Specularity |
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48 | float distance = a1.w; // Distance from viewer (w) |
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49 | vec3 normal = a1.xyz; |
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50 | |
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51 | // Calculate position of texel in view space |
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52 | vec3 position = projCoord*distance; |
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53 | |
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54 | // Extract position in view space from worldView matrix |
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55 | //vec3 lightPos = vec3(worldView[0][3],worldView[1][3],worldView[2][3]); |
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56 | vec3 lightPos = vec3(worldView[3][0],worldView[3][1],worldView[3][2]); |
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57 | |
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58 | // Calculate light direction and distance |
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59 | vec3 lightVec = lightPos - position; |
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60 | float len_sq = dot(lightVec, lightVec); |
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61 | float len = sqrt(len_sq); |
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62 | vec3 lightDir = lightVec/len; |
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63 | |
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64 | /// Calculate attenuation |
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65 | float attenuation = dot(lightFalloff, vec3(1, len, len_sq)); |
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66 | |
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67 | /// Calculate diffuse colour |
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68 | vec3 light_diffuse = max(0.0,dot(lightDir, normal)) * lightDiffuseColor; |
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69 | |
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70 | /// Calculate specular component |
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71 | vec3 viewDir = -normalize(position); |
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72 | vec3 h = normalize(viewDir + lightDir); |
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73 | vec3 light_specular = pow(dot(normal, h),32.0) * lightSpecularColor; |
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74 | |
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75 | // Calcalate total lighting for this fragment |
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76 | vec3 total_light_contrib; |
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77 | total_light_contrib = light_diffuse; |
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78 | // Uncomment next line if specular desired |
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79 | //total_light_contrib += alpha * light_specular; |
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80 | |
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81 | gl_FragColor = vec4(total_light_contrib*colour/attenuation, 0); |
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82 | //gl_FragColor = vec4(1.0/attenuation, 0.0,0.0,0.0); |
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83 | //gl_FragColor = vec4(a1.xyz, 0.0); |
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84 | } |
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85 | |
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