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68 lines
2.8 KiB
Text
68 lines
2.8 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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// directional_light.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 9/3/14.
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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 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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vec4 normalVal = frag.normalVal;
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vec4 diffuseVal = frag.diffuseVal;
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vec4 specularVal = frag.specularVal;
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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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// how much this fragment faces the light direction
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float diffuse = dot(frag.normal, gl_LightSource[0].position.xyz);
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// Light mapped or not ?
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if ((normalVal.a >= 0.45) && (normalVal.a <= 0.55)) {
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normalVal.a = 0.0;
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// need to catch normals perpendicular to the projection plane hence the magic number for the threshold
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// it should be just 0, be we have innacurracy so we need to overshoot
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const float PERPENDICULAR_THRESHOLD = -0.005;
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float facingLight = step(PERPENDICULAR_THRESHOLD, diffuse);
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// evaluate the shadow test but only relevant for light facing fragments
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float lightAttenuation = (1 - facingLight) + facingLight * shadowAttenuation;
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// diffuse light is the lightmap dimmed by shadow
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vec3 diffuseLight = lightAttenuation * specularVal.rgb;
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// ambient is a tiny percentage of the lightmap and only when in the shadow
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vec3 ambientLight = (1 - lightAttenuation) * 0.5 * specularVal.rgb;
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gl_FragColor = vec4(diffuseVal.rgb * (ambientLight + diffuseLight), 1.0);
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} else {
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// average values from the shadow map
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float facingLight = step(0.0, diffuse) * shadowAttenuation;
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// compute the base color based on OpenGL lighting model
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vec3 baseColor = diffuseVal.rgb * (gl_FrontLightModelProduct.sceneColor.rgb +
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gl_FrontLightProduct[0].ambient.rgb + gl_FrontLightProduct[0].diffuse.rgb * (diffuse * facingLight));
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// compute the specular multiplier (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position.xyz - normalize(frag.position.xyz)),
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frag.normal));
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// add specular contribution
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vec4 specularColor = specularVal;
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gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normalVal.a);
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}
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}
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