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https://github.com/JulianGro/overte.git
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Merge pull request #2911 from ey6es/master
Use local viewer model for specular.
This commit is contained in:
commit
861a48f6f9
8 changed files with 42 additions and 14 deletions
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@ -14,6 +14,9 @@
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the interpolated position
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varying vec4 position;
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// the interpolated normal
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varying vec4 normal;
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@ -26,7 +29,7 @@ void main(void) {
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)),
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),
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normalizedNormal));
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// modulate texture by base color and add specular contribution
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@ -11,6 +11,9 @@
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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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// the interpolated position
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varying vec4 position;
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// the interpolated normal
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varying vec4 normal;
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@ -19,6 +22,9 @@ void main(void) {
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// transform and store the normal for interpolation
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normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
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// likewise with the position
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position = gl_ModelViewMatrix * gl_Vertex;
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// pass along the vertex color
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gl_FrontColor = gl_Color;
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@ -17,6 +17,9 @@ uniform sampler2D diffuseMap;
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// the normal map texture
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uniform sampler2D normalMap;
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// the interpolated position
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varying vec4 interpolatedPosition;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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@ -38,8 +41,8 @@ void main(void) {
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)),
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viewNormal));
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -
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normalize(vec4(vec3(interpolatedPosition), 0.0))), viewNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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@ -14,6 +14,9 @@
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// the tangent vector
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attribute vec3 tangent;
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// the interpolated position
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varying vec4 interpolatedPosition;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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@ -22,7 +25,8 @@ varying vec4 interpolatedTangent;
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void main(void) {
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// transform and store the normal and tangent for interpolation
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// transform and store the position, normal and tangent for interpolation
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interpolatedPosition = gl_ModelViewMatrix * gl_Vertex;
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interpolatedNormal = gl_ModelViewMatrix * vec4(gl_Normal, 0.0);
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interpolatedTangent = gl_ModelViewMatrix * vec4(tangent, 0.0);
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@ -20,6 +20,9 @@ uniform sampler2D normalMap;
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// the specular map texture
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uniform sampler2D specularMap;
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// the interpolated position
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varying vec4 interpolatedPosition;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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@ -41,8 +44,8 @@ void main(void) {
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)),
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viewNormal));
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -
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normalize(vec4(interpolatedPosition.xyz, 0.0))), viewNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
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@ -17,6 +17,9 @@ uniform sampler2D diffuseMap;
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// the specular texture
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uniform sampler2D specularMap;
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// the interpolated position in view space
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varying vec4 position;
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// the interpolated normal
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varying vec4 normal;
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@ -29,7 +32,7 @@ void main(void) {
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)),
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),
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normalizedNormal));
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// modulate texture by base color and add specular contribution
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@ -19,11 +19,14 @@ uniform mat4 clusterMatrices[MAX_CLUSTERS];
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attribute vec4 clusterIndices;
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attribute vec4 clusterWeights;
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// the interpolated position
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varying vec4 position;
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// the interpolated normal
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varying vec4 normal;
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void main(void) {
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vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
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position = vec4(0.0, 0.0, 0.0, 0.0);
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normal = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < INDICES_PER_VERTEX; i++) {
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mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])];
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@ -31,7 +34,7 @@ void main(void) {
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position += clusterMatrix * gl_Vertex * clusterWeight;
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normal += clusterMatrix * vec4(gl_Normal, 0.0) * clusterWeight;
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}
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position = gl_ModelViewProjectionMatrix * position;
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position = gl_ModelViewMatrix * position;
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normal = normalize(gl_ModelViewMatrix * normal);
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// pass along the vertex color
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@ -40,5 +43,5 @@ void main(void) {
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// and the texture coordinates
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = position;
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gl_Position = gl_ProjectionMatrix * position;
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}
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@ -22,6 +22,9 @@ attribute vec3 tangent;
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attribute vec4 clusterIndices;
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attribute vec4 clusterWeights;
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// the interpolated position
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varying vec4 interpolatedPosition;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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@ -29,17 +32,17 @@ varying vec4 interpolatedNormal;
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varying vec4 interpolatedTangent;
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void main(void) {
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vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
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interpolatedPosition = vec4(0.0, 0.0, 0.0, 0.0);
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interpolatedNormal = vec4(0.0, 0.0, 0.0, 0.0);
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interpolatedTangent = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < INDICES_PER_VERTEX; i++) {
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mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])];
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float clusterWeight = clusterWeights[i];
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position += clusterMatrix * gl_Vertex * clusterWeight;
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interpolatedPosition += clusterMatrix * gl_Vertex * clusterWeight;
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interpolatedNormal += clusterMatrix * vec4(gl_Normal, 0.0) * clusterWeight;
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interpolatedTangent += clusterMatrix * vec4(tangent, 0.0) * clusterWeight;
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}
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position = gl_ModelViewProjectionMatrix * position;
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interpolatedPosition = gl_ModelViewMatrix * interpolatedPosition;
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interpolatedNormal = gl_ModelViewMatrix * interpolatedNormal;
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interpolatedTangent = gl_ModelViewMatrix * interpolatedTangent;
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@ -49,5 +52,5 @@ void main(void) {
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// and the texture coordinates
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = position;
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gl_Position = gl_ProjectionMatrix * interpolatedPosition;
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}
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