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annotate sdr/shadow.p.glsl @ 24:0aadb519b5ee

correct highlighting
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 08 Jul 2015 15:11:58 +0300
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nuclear@18 1 /* vi: set ft=glsl */
nuclear@18 2 uniform sampler2D tex;
nuclear@18 3 uniform sampler2DShadow shadowmap;
nuclear@18 4
nuclear@18 5 varying vec3 vdir, ldir, normal;
nuclear@18 6 varying vec4 shadow_tc;
nuclear@18 7
nuclear@18 8 #define KD gl_FrontMaterial.diffuse.rgb
nuclear@18 9 #define KS gl_FrontMaterial.specular.rgb
nuclear@18 10 #define SPOW gl_FrontMaterial.shininess
nuclear@18 11
nuclear@18 12 void main()
nuclear@18 13 {
nuclear@18 14 float shadow = shadow2DProj(shadowmap, shadow_tc).x;
nuclear@18 15 vec4 texel = texture2D(tex, gl_TexCoord[0].st);
nuclear@18 16
nuclear@18 17 vec3 n = normalize(normal);
nuclear@18 18 vec3 v = normalize(vdir);
nuclear@18 19 vec3 l = normalize(ldir);
nuclear@18 20 vec3 h = normalize(l + v);
nuclear@18 21
nuclear@18 22 float ndotl = max(dot(n, l), 0.0);
nuclear@18 23 float ndoth = max(dot(n, h), 0.0);
nuclear@18 24
nuclear@18 25 vec3 albedo = KD * texel.rgb;
nuclear@18 26 vec3 diffuse = albedo * gl_LightSource[0].diffuse.rgb * ndotl;
nuclear@18 27 vec3 specular = KS * gl_LightSource[0].specular.rgb * pow(ndoth, SPOW);
nuclear@18 28
nuclear@18 29 vec3 ambient = gl_LightModel.ambient.rgb * albedo;
nuclear@18 30 gl_FragColor.rgb = ambient + (diffuse + specular) * shadow;
nuclear@18 31 gl_FragColor.a = gl_FrontMaterial.diffuse.a * texel.a;
nuclear@18 32 }