mirror of
https://github.com/overte-org/overte.git
synced 2025-04-27 17:35:51 +02:00
37 lines
1.3 KiB
GLSL
37 lines
1.3 KiB
GLSL
#version 120
|
|
|
|
//
|
|
// metavoxel_heightfield.frag
|
|
// fragment shader
|
|
//
|
|
// Created by Andrzej Kapolka on 7/28/14.
|
|
// 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 shadow texture
|
|
uniform sampler2DShadow shadowMap;
|
|
|
|
// the inverse of the size of the shadow map
|
|
const float shadowScale = 1.0 / 2048.0;
|
|
|
|
// the interpolated normal
|
|
varying vec4 normal;
|
|
|
|
void main(void) {
|
|
// compute the base color based on OpenGL lighting model
|
|
float diffuse = dot(normalize(normal), gl_LightSource[0].position);
|
|
float facingLight = step(0.0, diffuse) * 0.25 *
|
|
(shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, -shadowScale, 0.0)).r +
|
|
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(-shadowScale, shadowScale, 0.0)).r +
|
|
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, -shadowScale, 0.0)).r +
|
|
shadow2D(shadowMap, gl_TexCoord[1].stp + vec3(shadowScale, shadowScale, 0.0)).r);
|
|
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
|
|
gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
|
|
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st);
|
|
}
|