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source: code/trunk/Tutorial/Media/materials/programs/OffsetMappingFp.glsl @ 72

Last change on this file since 72 was 44, checked in by bknecht, 17 years ago

merge from tutorial branche to trunk

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