ld33_umonster
annotate sdr/shadow.p.glsl @ 10:1b30bd381667
sweep curve mesh gen and dragon horns
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Thu, 27 Aug 2015 05:25:04 +0300 |
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children |
rev | line source |
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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 } |