[25] | 1 | uniform vec4 lightDiffuse; |
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| 2 | uniform vec4 scaleBias; |
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| 3 | uniform vec4 spotParams; |
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| 4 | uniform vec4 lightDiffuse1; |
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| 5 | uniform vec4 spotParams1; |
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| 6 | |
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| 7 | uniform sampler2D normalHeightMap; |
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| 8 | uniform sampler2D diffuseMap; |
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| 9 | uniform sampler2D shadowMap1; |
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| 10 | uniform sampler2D shadowMap2; |
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| 11 | |
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| 12 | |
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| 13 | |
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| 14 | varying vec3 tangentEyeDir; |
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| 15 | varying vec3 tangentLightDir[2]; |
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| 16 | varying vec3 tangentSpotDir[2]; |
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| 17 | varying vec4 shadowUV[2]; |
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| 18 | |
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| 19 | |
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| 20 | // Expand a range-compressed vector |
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| 21 | vec3 expand(vec3 v) |
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| 22 | { |
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| 23 | return (v - 0.5) * 2.0; |
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| 24 | } |
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| 25 | |
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| 26 | |
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| 27 | void main() |
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| 28 | { |
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| 29 | // get the height using the tex coords |
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| 30 | float height = texture2D(normalHeightMap, gl_TexCoord[0].xy).a; |
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| 31 | // scale and bias factors |
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| 32 | float scale = scaleBias.x; |
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| 33 | float bias = scaleBias.y; |
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| 34 | |
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| 35 | // calculate displacement |
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| 36 | float displacement = (height * scale) + bias; |
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| 37 | //float displacement = (height * 0.04) - 0.02; |
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| 38 | |
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| 39 | vec3 scaledEyeDir = tangentEyeDir * displacement; |
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| 40 | |
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| 41 | // calculate the new tex coord to use for normal and diffuse |
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| 42 | vec2 newTexCoord = (scaledEyeDir + gl_TexCoord[0].xyz).xy; |
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| 43 | |
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| 44 | // get the new normal and diffuse values |
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| 45 | vec3 normal = expand(texture2D(normalHeightMap, newTexCoord).xyz); |
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| 46 | vec4 diffuse = texture2D(diffuseMap, newTexCoord); |
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| 47 | |
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| 48 | vec4 col1 = diffuse * clamp(dot(normal, tangentLightDir[0]),0.0,1.0) * lightDiffuse; |
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| 49 | // factor in spotlight angle |
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| 50 | float rho = clamp(dot(tangentSpotDir[0], tangentLightDir[0]),0.0,1.0); |
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| 51 | // factor = (rho - cos(outer/2) / cos(inner/2) - cos(outer/2)) ^ falloff |
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| 52 | float spotFactor = pow( |
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| 53 | clamp(rho - spotParams.y,0.0,1.0) / (spotParams.x - spotParams.y), spotParams.z); |
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| 54 | col1 = col1 * spotFactor; |
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| 55 | vec4 col2 = diffuse * clamp(dot(normal, tangentLightDir[1]),0.0,1.0) * lightDiffuse1; |
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| 56 | // factor in spotlight angle |
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| 57 | rho = clamp(dot(tangentSpotDir[1], tangentLightDir[1]),0.0,1.0); |
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| 58 | // factor = (rho - cos(outer/2) / cos(inner/2) - cos(outer/2)) ^ falloff |
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| 59 | spotFactor = pow( |
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| 60 | clamp(rho - spotParams1.y,0.0,1.0) / (spotParams1.x - spotParams1.y), spotParams1.z); |
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| 61 | col2 = col2 * spotFactor; |
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| 62 | |
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| 63 | // shadow textures |
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| 64 | col1 = col1 * texture2DProj(shadowMap1, shadowUV[0]); |
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| 65 | col2 = col2 * texture2DProj(shadowMap2, shadowUV[1]); |
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| 66 | |
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| 67 | gl_FragColor = col1 + col2; |
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| 68 | |
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| 69 | } |
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