tavli
annotate sdr/shadow-notex.p.glsl @ 18:986c0b76513f
shadows, not completed
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Mon, 29 Jun 2015 01:29:36 +0300 |
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children |
rev | line source |
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nuclear@18 | 1 /* vi: set ft=glsl */ |
nuclear@18 | 2 uniform sampler2DShadow shadowmap; |
nuclear@18 | 3 |
nuclear@18 | 4 varying vec3 vdir, ldir, normal; |
nuclear@18 | 5 varying vec4 shadow_tc; |
nuclear@18 | 6 |
nuclear@18 | 7 #define KD gl_FrontMaterial.diffuse.rgb |
nuclear@18 | 8 #define KS gl_FrontMaterial.specular.rgb |
nuclear@18 | 9 #define SPOW gl_FrontMaterial.shininess |
nuclear@18 | 10 |
nuclear@18 | 11 void main() |
nuclear@18 | 12 { |
nuclear@18 | 13 float shadow = shadow2DProj(shadowmap, shadow_tc).x; |
nuclear@18 | 14 |
nuclear@18 | 15 vec3 n = normalize(normal); |
nuclear@18 | 16 vec3 v = normalize(vdir); |
nuclear@18 | 17 vec3 l = normalize(ldir); |
nuclear@18 | 18 vec3 h = normalize(l + v); |
nuclear@18 | 19 |
nuclear@18 | 20 float ndotl = max(dot(n, l), 0.0); |
nuclear@18 | 21 float ndoth = max(dot(n, h), 0.0); |
nuclear@18 | 22 |
nuclear@18 | 23 vec3 diffuse = KD * gl_LightSource[0].diffuse.rgb * ndotl; |
nuclear@18 | 24 vec3 specular = KS * gl_LightSource[0].specular.rgb * pow(ndoth, SPOW); |
nuclear@18 | 25 |
nuclear@18 | 26 vec3 ambient = gl_LightModel.ambient.rgb * KD; |
nuclear@18 | 27 gl_FragColor.rgb = ambient + (diffuse + specular) * shadow; |
nuclear@18 | 28 gl_FragColor.a = gl_FrontMaterial.diffuse.a; |
nuclear@18 | 29 } |