#version 120 // // directional_light.frag // fragment shader // // Created by Andrzej Kapolka on 9/3/14. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // // the diffuse texture uniform sampler2D diffuseMap; // the normal texture uniform sampler2D normalMap; // the specular texture uniform sampler2D specularMap; // the depth texture uniform sampler2D depthMap; // the distance to the near clip plane uniform float near; // scale factor for depth: (far - near) / far uniform float depthScale; // offset for depth texture coordinates uniform vec2 depthTexCoordOffset; // scale for depth texture coordinates uniform vec2 depthTexCoordScale; void main(void) { float depthVal = texture2D(depthMap, gl_TexCoord[0].st).r; vec4 normalVal = texture2D(normalMap, gl_TexCoord[0].st); vec4 diffuseVal = texture2D(diffuseMap, gl_TexCoord[0].st); vec4 specularVal = texture2D(specularMap, gl_TexCoord[0].st); // compute the view space position using the depth float z = near / (depthVal * depthScale - 1.0); vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 0.0); // get the normal from the map vec4 normal = normalVal; if ((normalVal.a >= 0.45) && (normalVal.a <= 0.55)) { normal.a = 1.0; normalVal.a = 0.0; gl_FragColor = vec4(diffuseVal.rgb * specularVal.rgb, 1.0); } else { vec3 normalizedNormal = normalize(normal.xyz * 2.0 - vec3(1.0)); // compute the base color based on OpenGL lighting model float diffuse = dot(normalizedNormal, gl_LightSource[0].position.xyz); float facingLight = step(0.0, diffuse); vec3 baseColor = diffuseVal.rgb * (gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontLightProduct[0].ambient.rgb + gl_FrontLightProduct[0].diffuse.rgb * (diffuse * facingLight)); // compute the specular multiplier (sans exponent) float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position.xyz - normalize(position.xyz)), normalizedNormal)); // add specular contribution vec4 specularColor = specularVal; gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normal.a); } }