dungeon_crawler

annotate prototype/sdr/mrt.p.glsl @ 76:f379c00eb07f

added samurai's texel center fix for the color grading palette lookup
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 23 Oct 2012 14:57:08 +0300
parents 84a56fb24850
children 12a1dcfe91fa
rev   line source
nuclear@20 1 /* MRT assignments
nuclear@35 2 * 0 - RGB: position, A: shininess
nuclear@20 3 * 1 - RGB: normal
nuclear@60 4 * 2 - RGB: diffuse color, A: shininess str.
nuclear@60 5 * 3 - unused
nuclear@20 6 */
nuclear@20 7
nuclear@20 8 uniform sampler2D tex_dif, tex_norm;
nuclear@20 9
nuclear@35 10 varying vec3 pos, norm, tang;
nuclear@35 11
nuclear@35 12 const float fog_start = 3.0;
nuclear@35 13 const float fog_end = 6.0;
nuclear@16 14
nuclear@16 15 void main()
nuclear@16 16 {
nuclear@20 17 vec3 n = normalize(norm);
nuclear@35 18 vec3 t = normalize(tang);
nuclear@35 19 vec3 b = cross(n, t);
nuclear@35 20
nuclear@35 21 mat3 tbn_mat = mat3(
nuclear@35 22 t.x, t.y, t.z,
nuclear@35 23 b.x, b.y, b.z,
nuclear@35 24 n.x, n.y, n.z);
nuclear@35 25
nuclear@35 26 // grab normal from the normal map, remap it and transform it to view space
nuclear@35 27 n = texture2D(tex_norm, gl_TexCoord[0].st).xyz * 2.0 - 1.0;
nuclear@37 28 n = normalize(tbn_mat * n);
nuclear@35 29
nuclear@35 30 float fog = clamp((fog_end + pos.z) / (fog_end - fog_start), 0.0, 1.0);
nuclear@20 31
nuclear@16 32 vec4 texel = texture2D(tex_dif, gl_TexCoord[0].st);
nuclear@35 33 vec3 diffuse = fog * (gl_FrontMaterial.diffuse * texel).xyz;
nuclear@35 34 vec3 spec = fog * gl_FrontMaterial.specular.xyz;
nuclear@20 35 float sstr = (spec.x + spec.y + spec.z) / 3.0;
nuclear@20 36
nuclear@34 37 gl_FragData[0] = vec4(pos, gl_FrontMaterial.shininess);
nuclear@35 38 gl_FragData[1] = vec4(n, 0.0);
nuclear@20 39 gl_FragData[2] = vec4(diffuse, sstr);
nuclear@33 40 //gl_FragData[3] = vec4(0.0, 0.0, 0.0, 0.0);
nuclear@16 41 }