ld33_umonster

annotate sdr/shadow.p.glsl @ 10:1b30bd381667

sweep curve mesh gen and dragon horns
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 27 Aug 2015 05:25:04 +0300
parents
children
rev   line source
nuclear@0 1 /* vi: set ft=glsl */
nuclear@0 2 uniform sampler2D tex;
nuclear@0 3 uniform sampler2DShadow shadowmap;
nuclear@0 4
nuclear@0 5 varying vec3 vdir, ldir, normal;
nuclear@0 6 varying vec4 shadow_tc;
nuclear@0 7
nuclear@0 8 #define KD gl_FrontMaterial.diffuse.rgb
nuclear@0 9 #define KS gl_FrontMaterial.specular.rgb
nuclear@0 10 #define SPOW gl_FrontMaterial.shininess
nuclear@0 11
nuclear@0 12 void main()
nuclear@0 13 {
nuclear@0 14 float shadow = shadow2DProj(shadowmap, shadow_tc).x;
nuclear@0 15 vec4 texel = texture2D(tex, gl_TexCoord[0].st);
nuclear@0 16
nuclear@0 17 vec3 n = normalize(normal);
nuclear@0 18 vec3 v = normalize(vdir);
nuclear@0 19 vec3 l = normalize(ldir);
nuclear@0 20 vec3 h = normalize(l + v);
nuclear@0 21
nuclear@0 22 float ndotl = max(dot(n, l), 0.0);
nuclear@0 23 float ndoth = max(dot(n, h), 0.0);
nuclear@0 24
nuclear@0 25 vec3 albedo = KD * texel.rgb;
nuclear@0 26 vec3 diffuse = albedo * gl_LightSource[0].diffuse.rgb * ndotl;
nuclear@0 27 vec3 specular = KS * gl_LightSource[0].specular.rgb * pow(ndoth, SPOW);
nuclear@0 28
nuclear@0 29 vec3 ambient = gl_LightModel.ambient.rgb * albedo;
nuclear@0 30 gl_FragColor.rgb = ambient + (diffuse + specular) * shadow;
nuclear@0 31 gl_FragColor.a = gl_FrontMaterial.diffuse.a * texel.a;
nuclear@0 32 }