#version 120 // // spot_light.frag // fragment shader // // Created by Andrzej Kapolka on 9/18/14. // 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; // the radius (hard cutoff) of the light effect uniform float radius; void main(void) { // compute the view space position using the depth float z = near / (texture2D(depthMap, gl_TexCoord[0].st).r * depthScale - 1.0); vec4 position = vec4((depthTexCoordOffset + gl_TexCoord[0].st * depthTexCoordScale) * z, z, 1.0); // get the normal from the map vec4 normal = texture2D(normalMap, gl_TexCoord[0].st); vec4 normalizedNormal = normalize(normal * 2.0 - vec4(1.0, 1.0, 1.0, 2.0)); // compute the base color based on OpenGL lighting model vec4 lightVector = gl_LightSource[1].position - position; float lightDistance = length(lightVector); lightVector = lightVector / lightDistance; float diffuse = dot(normalizedNormal, lightVector); float facingLight = step(0.0, diffuse); vec4 baseColor = texture2D(diffuseMap, gl_TexCoord[0].st) * (gl_FrontLightProduct[1].ambient + gl_FrontLightProduct[1].diffuse * (diffuse * facingLight)); // compute attenuation based on distance, etc. float attenuation = step(lightDistance, radius) / dot(vec3(gl_LightSource[1].constantAttenuation, gl_LightSource[1].linearAttenuation, gl_LightSource[1].quadraticAttenuation), vec3(1.0, lightDistance, lightDistance * lightDistance)); // add base to specular, modulate by attenuation float specular = facingLight * max(0.0, dot(normalize(lightVector - normalize(vec4(position.xyz, 0.0))), normalizedNormal)); vec4 specularColor = texture2D(specularMap, gl_TexCoord[0].st); gl_FragColor = vec4((baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb) * attenuation, 0.0); }