annotate sdr/shadow-notex.p.glsl @ 9:4f6168f3ca82
dynamic voxel field bounds
author |
John Tsiombikas <nuclear@member.fsf.org> |
date |
Thu, 27 Aug 2015 01:58:26 +0300 |
parents |
35349df5392d |
children |
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rev |
line source |
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1 /* vi: set ft=glsl */
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2 uniform sampler2DShadow shadowmap;
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3
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4 varying vec3 vdir, ldir, normal;
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5 varying vec4 shadow_tc;
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6
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7 #define KD gl_FrontMaterial.diffuse.rgb
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8 #define KS gl_FrontMaterial.specular.rgb
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9 #define SPOW gl_FrontMaterial.shininess
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10
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11 void main()
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12 {
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13 float shadow = shadow2DProj(shadowmap, shadow_tc).x;
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14 shadow = min(shadow + 1.0 - step(0.0, shadow_tc.w), 1.0);
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15
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16 vec3 n = normalize(normal);
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17 vec3 v = normalize(vdir);
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18 vec3 l = normalize(ldir);
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19 vec3 h = normalize(l + v);
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20
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21 float ndotl = max(dot(n, l), 0.0);
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22 float ndoth = max(dot(n, h), 0.0);
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23
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24 vec3 diffuse = KD * gl_LightSource[0].diffuse.rgb * ndotl;
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25 vec3 specular = KS * gl_LightSource[0].specular.rgb * pow(ndoth, SPOW);
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26
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27 vec3 ambient = gl_LightModel.ambient.rgb * KD;
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28 gl_FragColor.rgb = ambient + (diffuse + specular) * shadow;
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29 gl_FragColor.a = gl_FrontMaterial.diffuse.a;
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30 }
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