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49 lines
1.5 KiB
Text
Executable file
49 lines
1.5 KiB
Text
Executable file
<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// directional_light.frag
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// fragment shader
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//
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// Created by Sam Gateau on 5/8/2015.
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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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<@include DeferredGlobalLight.slh@>
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// Everything about shadow
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<@include Shadow.slh@>
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void main(void) {
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DeferredFragment frag = unpackDeferredFragment(gl_TexCoord[0].st);
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// Eval shadow Texcoord and then Attenuation
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vec4 shadowTexcoord = evalShadowTexcoord(frag.position);
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float shadowAttenuation = evalShadowAttenuation(shadowTexcoord);
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// Light mapped or not ?
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if ((frag.normalVal.a >= 0.45) && (frag.normalVal.a <= 0.55)) {
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gl_FragColor = vec4(evalLightmappedColor(
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shadowAttenuation,
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frag.normal,
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frag.diffuse,
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frag.specularVal.xyz),
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1.0);
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} else {
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vec3 color = evalSkyboxGlobalColor(shadowAttenuation,
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frag.position.xyz,
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frag.normal,
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frag.diffuse,
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frag.specular,
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frag.gloss);
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gl_FragColor = vec4(color, frag.normalVal.a);
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}
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}
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