ld33_umonster

annotate sdr/shadow-notex.p.glsl @ 0:4a6683050e29

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 22 Aug 2015 07:15:00 +0300
parents
children 35349df5392d
rev   line source
nuclear@0 1 /* vi: set ft=glsl */
nuclear@0 2 uniform sampler2DShadow shadowmap;
nuclear@0 3
nuclear@0 4 varying vec3 vdir, ldir, normal;
nuclear@0 5 varying vec4 shadow_tc;
nuclear@0 6
nuclear@0 7 #define KD gl_FrontMaterial.diffuse.rgb
nuclear@0 8 #define KS gl_FrontMaterial.specular.rgb
nuclear@0 9 #define SPOW gl_FrontMaterial.shininess
nuclear@0 10
nuclear@0 11 void main()
nuclear@0 12 {
nuclear@0 13 float shadow = shadow2DProj(shadowmap, shadow_tc).x;
nuclear@0 14
nuclear@0 15 vec3 n = normalize(normal);
nuclear@0 16 vec3 v = normalize(vdir);
nuclear@0 17 vec3 l = normalize(ldir);
nuclear@0 18 vec3 h = normalize(l + v);
nuclear@0 19
nuclear@0 20 float ndotl = max(dot(n, l), 0.0);
nuclear@0 21 float ndoth = max(dot(n, h), 0.0);
nuclear@0 22
nuclear@0 23 vec3 diffuse = KD * gl_LightSource[0].diffuse.rgb * ndotl;
nuclear@0 24 vec3 specular = KS * gl_LightSource[0].specular.rgb * pow(ndoth, SPOW);
nuclear@0 25
nuclear@0 26 vec3 ambient = gl_LightModel.ambient.rgb * KD;
nuclear@0 27 gl_FragColor.rgb = ambient + (diffuse + specular) * shadow;
nuclear@0 28 gl_FragColor.a = gl_FrontMaterial.diffuse.a;
nuclear@0 29 }