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https://github.com/HifiExperiments/overte.git
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171 lines
6.2 KiB
Text
171 lines
6.2 KiB
Text
<@include Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// spot_light.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 9/18/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// Everything about deferred buffer
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<@include DeferredBuffer.slh@>
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// Everything about light
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<@include Light.slh@>
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// The view Matrix
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uniform mat4 invViewMat;
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void main(void) {
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// get the depth and exit early if it doesn't pass the test
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vec2 texCoord = gl_TexCoord[0].st / gl_TexCoord[0].q;
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DeferredFragment frag = unpackDeferredFragment(texCoord);
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// Kill if in front of the light volume
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float depth = frag.depthVal;
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if (depth < gl_FragCoord.z) {
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discard;
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}
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// Need the light now
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Light light = getLight();
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// Make the Light vector going from fragment to light center in world space
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vec4 wPos;
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wPos = invViewMat * frag.position;
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vec3 lightVector = wPos.xyz - getLightPosition(light);
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// Kill if too far from the light center
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if (dot(lightVector, lightVector) > getLightSquareRadius(light)) {
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discard;
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}
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// Allright we re valid in the volume
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float lightDistance = length(lightVector);
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float lightAttenuation = evalLightAttenuation(light, lightDistance);
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vec3 lightDir = lightVector / lightDistance;
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gl_FragColor = vec4(getLightColor(light), 0.0);
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// Kill if not in the spot light (ah ah !)
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vec3 lightSpotDir = getLightDirection(light);
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float cosSpotAngle = max(-dot(lightDir, lightSpotDir), 0.0);
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if (cosSpotAngle < getLightSpotAngleCos(light)) {
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// discard;
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gl_FragColor = vec4(vec3(1.0, 0.0, 0.0), 0.0);
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}
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/*
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vec4 wNor = invViewMat * vec4(frag.normal, 0.0);
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vec4 wEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
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vec3 eyeDir = normalize(wEyeVector.xyz);
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vec3 wHalfDir = normalize(eyeDir + lightDir);
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// Diffuse Lighting
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float diffuseDot = dot(wNor.xyz, lightDir);
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float facingLight = step(0.0, diffuseDot);
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vec3 diffuseColor = frag.diffuse * diffuseDot * facingLight;
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// compute the specular multiplier (sans exponent)
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float specularPower = facingLight * max(0.0,
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dot(eyeDir, wHalfDir));
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vec3 specularColor = pow(specularPower, frag.gloss * 128.0) * frag.specular;
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// add specular contribution
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/* float ring = (lightAttenuation / (0.2 * getLightAttenuationCutoff(light))) - 1;
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if (ring < 1) {
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gl_FragColor = vec4(ring * ring * getLightColor(light), 0.0);
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} else {
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gl_FragColor = vec4((diffuseColor + specularColor) * lightAttenuation * getLightColor(light) * getLightIntensity(light), 0.0);
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}*/
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}
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/*
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float attenuation = step(lightDistance, radius) * step(gl_LightSource[1].spotCosCutoff, cosSpotAngle) *
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pow(cosSpotAngle, gl_LightSource[1].spotExponent) / dot(vec3(gl_LightSource[1].constantAttenuation,
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gl_LightSource[1].linearAttenuation, gl_LightSource[1].quadraticAttenuation),
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vec3(1.0, lightDistance, lightDistance * lightDistance));
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float lightAttenuation = evalLightAttenuation(light, lightDistance);
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vec4 wNor = invViewMat * vec4(frag.normal, 0.0);
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vec4 wEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
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vec3 eyeDir = normalize(wEyeVector.xyz);
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vec3 wHalfDir = normalize(eyeDir + lightDir);
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// Diffuse Lighting
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float diffuseDot = dot(wNor.xyz, lightDir);
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float facingLight = step(0.0, diffuseDot);
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vec3 diffuseColor = frag.diffuse * diffuseDot * facingLight;
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// compute the specular multiplier (sans exponent)
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float specularPower = facingLight * max(0.0,
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dot(eyeDir, wHalfDir));
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vec3 specularColor = pow(specularPower, frag.gloss * 128.0) * frag.specular;
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// add specular contribution
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gl_FragColor = vec4((diffuseColor + specularColor) * lightAttenuation * getLightColor(light) * getLightIntensity(light), 0.0);
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*/
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// gl_FragColor = vec4(frag.normal, 0.0);
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//}
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/*
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// the radius (hard cutoff) of the light effect
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uniform float radius;
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void main(void) {
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vec2 texCoord = gl_TexCoord[0].st / gl_TexCoord[0].q;
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DeferredFragment frag = unpackDeferredFragment(texCoord);
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// get the depth and exit early if it doesn't pass the test
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float depth = frag.depthVal;
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if (depth < gl_FragCoord.z) {
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discard;
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}
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// compute the view space position using the depth
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float z = near / (depth * depthScale - 1.0);
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vec4 position = vec4((depthTexCoordOffset + texCoord * depthTexCoordScale) * z, z, 1.0);
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// get the normal from the map
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vec4 normal = texture2D(normalMap, texCoord);
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vec4 normalizedNormal = normalize(normal * 2.0 - vec4(1.0, 1.0, 1.0, 2.0));
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// compute the base color based on OpenGL lighting model
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vec4 lightVector = gl_LightSource[1].position - position;
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float lightDistance = length(lightVector);
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lightVector = lightVector / lightDistance;
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float diffuse = dot(normalizedNormal, lightVector);
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float facingLight = step(0.0, diffuse);
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vec4 baseColor = texture2D(diffuseMap, texCoord) * (gl_FrontLightProduct[1].ambient +
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gl_FrontLightProduct[1].diffuse * (diffuse * facingLight));
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// compute attenuation based on spot angle, distance, etc.
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float cosSpotAngle = max(-dot(lightVector.xyz, gl_LightSource[1].spotDirection), 0.0);
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float attenuation = step(lightDistance, radius) * step(gl_LightSource[1].spotCosCutoff, cosSpotAngle) *
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pow(cosSpotAngle, gl_LightSource[1].spotExponent) / dot(vec3(gl_LightSource[1].constantAttenuation,
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gl_LightSource[1].linearAttenuation, gl_LightSource[1].quadraticAttenuation),
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vec3(1.0, lightDistance, lightDistance * lightDistance));
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// add base to specular, modulate by attenuation
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float specular = facingLight * max(0.0, dot(normalize(lightVector - normalize(vec4(position.xyz, 0.0))),
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normalizedNormal));
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vec4 specularColor = texture2D(specularMap, texCoord);
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gl_FragColor = vec4((baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb) * attenuation, 0.0);
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gl_FragColor = vec4(frag.normal, 0.0);
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}
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*/
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