dungeon_crawler
annotate prototype/sdr/multi2.p.glsl @ 74:5981917093ff
color grading palette output done, all is left is the input
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sun, 21 Oct 2012 15:56:47 +0300 |
parents | |
children |
rev | line source |
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nuclear@60 | 1 /* multipass renderer shader 2: RGB: diffuse color, A: shininess str. */ |
nuclear@60 | 2 |
nuclear@60 | 3 uniform sampler2D tex_dif; |
nuclear@60 | 4 |
nuclear@60 | 5 varying vec3 pos, norm, tang; |
nuclear@60 | 6 |
nuclear@60 | 7 const float fog_start = 3.0; |
nuclear@60 | 8 const float fog_end = 6.0; |
nuclear@60 | 9 |
nuclear@60 | 10 void main() |
nuclear@60 | 11 { |
nuclear@60 | 12 float fog = clamp((fog_end + pos.z) / (fog_end - fog_start), 0.0, 1.0); |
nuclear@60 | 13 |
nuclear@60 | 14 vec4 texel = texture2D(tex_dif, gl_TexCoord[0].st); |
nuclear@60 | 15 vec3 diffuse = fog * (gl_FrontMaterial.diffuse * texel).xyz; |
nuclear@60 | 16 vec3 spec = fog * gl_FrontMaterial.specular.xyz; |
nuclear@60 | 17 float sstr = (spec.x + spec.y + spec.z) / 3.0; |
nuclear@60 | 18 |
nuclear@60 | 19 gl_FragColor = vec4(diffuse, sstr); |
nuclear@60 | 20 } |