[12115] | 1 | //--------------------------------------------------------------------------- |
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| 2 | //These materials/shaders are part of the NEW InstanceManager implementation |
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| 3 | //Written by Matias N. Goldberg ("dark_sylinc") |
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| 4 | //--------------------------------------------------------------------------- |
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| 5 | |
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| 6 | uniform sampler2D diffuseMap; |
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| 7 | |
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| 8 | uniform vec4 lightPosition; |
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| 9 | uniform vec3 cameraPosition; |
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| 10 | uniform vec3 lightAmbient; |
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| 11 | uniform vec3 lightDiffuse; |
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| 12 | uniform vec3 lightSpecular; |
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| 13 | uniform vec4 lightAttenuation; |
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| 14 | uniform float lightGloss; |
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| 15 | |
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| 16 | #if DEPTH_SHADOWRECEIVER |
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| 17 | uniform float invShadowMapSize; |
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| 18 | uniform sampler2DShadow shadowMap; |
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| 19 | |
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| 20 | //declare external function |
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| 21 | //vec4 calcDepthShadow(in vec4 inColour, in float lum); |
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| 22 | float calcDepthShadow(sampler2DShadow shadowMap, vec4 uv, float invShadowMapSize); |
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| 23 | #endif |
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| 24 | |
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| 25 | varying vec2 _uv0; |
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| 26 | varying vec3 oNormal; |
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| 27 | varying vec3 oVPos; |
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| 28 | #if DEPTH_SHADOWRECEIVER |
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| 29 | varying vec4 oLightSpacePos; |
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| 30 | #endif |
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| 31 | |
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| 32 | //--------------------------------------------- |
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| 33 | //Main Pixel Shader |
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| 34 | //--------------------------------------------- |
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| 35 | void main(void) |
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| 36 | { |
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| 37 | vec4 color = texture2D( diffuseMap, _uv0 ); |
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| 38 | |
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| 39 | float fShadow = 1.0; |
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| 40 | #if DEPTH_SHADOWRECEIVER |
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| 41 | fShadow = calcDepthShadow( shadowMap, oLightSpacePos, invShadowMapSize ); |
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| 42 | #endif |
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| 43 | |
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| 44 | vec4 baseColour = texture2D( diffuseMap, _uv0 ); |
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| 45 | |
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| 46 | //Blinn-Phong lighting |
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| 47 | vec3 normal = normalize( oNormal ); |
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| 48 | vec3 lightDir = lightPosition.xyz - oVPos * lightPosition.w; |
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| 49 | vec3 eyeDir = normalize( cameraPosition - oVPos ); |
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| 50 | |
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| 51 | float fLength = length( lightDir ); |
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| 52 | lightDir = normalize( lightDir ); |
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| 53 | |
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| 54 | float NdotL = max( 0.0, dot( normal, lightDir ) ); |
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| 55 | vec3 halfVector = normalize(lightDir + eyeDir); |
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| 56 | float HdotN = max( 0.0, dot( halfVector, normal ) ); |
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| 57 | |
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| 58 | vec3 ambient = lightAmbient * baseColour.xyz; |
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| 59 | vec3 diffuse = lightDiffuse * NdotL * baseColour.xyz; |
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| 60 | vec3 specular = lightSpecular * pow( HdotN, lightGloss ); |
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| 61 | |
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| 62 | vec3 directLighting = (diffuse + specular) * fShadow; |
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| 63 | |
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| 64 | gl_FragColor = vec4( directLighting + ambient, baseColour.a ); |
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| 65 | //gl_FragColor = baseColour; |
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| 66 | } |
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