intravenous

annotate sdr/vein.p.glsl @ 5:aab0d8ea21cd

normalmap and sortof subsurface shader
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 22 Apr 2012 06:26:08 +0300
parents c6a6a64df6de
children 2723dc026c4f
rev   line source
nuclear@4 1 uniform sampler2D tex_norm;
nuclear@5 2 uniform vec3 fog_col;
nuclear@4 3
nuclear@3 4 varying vec3 vpos, vnorm;
nuclear@3 5 varying vec3 ldir, vdir;
nuclear@3 6
nuclear@5 7 const float fog_dens = 0.075;
nuclear@5 8
nuclear@5 9 float fog(float dist);
nuclear@5 10
nuclear@3 11 void main()
nuclear@3 12 {
nuclear@4 13 vec3 tnorm = texture2D(tex_norm, gl_TexCoord[0].st).xyz * 2.0 - 1.0;
nuclear@4 14 vec3 n = normalize(tnorm);
nuclear@3 15 vec3 v = normalize(vdir);
nuclear@4 16 vec3 l = v;//normalize(ldir);
nuclear@3 17 vec3 h = normalize(l + v);
nuclear@3 18
nuclear@4 19 vec3 diff = vec3(0.8, 0.25, 0.2) * (1.0 - max(dot(l, n), 0.0));
nuclear@4 20 vec3 spec = 0.5 * vec3(0.9, 0.4, 0.3) * pow(max(dot(h, n), 0.0), 10.0);
nuclear@3 21
nuclear@5 22 vec3 color = mix(fog_col, diff + spec, fog(vpos.z));
nuclear@5 23
nuclear@5 24 gl_FragColor = vec4(color, 1.0);
nuclear@3 25 }
nuclear@5 26
nuclear@5 27 #define LOG2E 1.442695
nuclear@5 28 float fog(float dist)
nuclear@5 29 {
nuclear@5 30 return clamp(exp2(-fog_dens * fog_dens * dist * dist * LOG2E), 0.0, 1.0);
nuclear@5 31 }