101 lines
2.0 KiB
GLSL
101 lines
2.0 KiB
GLSL
/**
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* @file pointLightF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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#version 120
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect diffuseRect;
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uniform sampler2DRect specularRect;
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uniform sampler2DRect normalMap;
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uniform samplerCube environmentMap;
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uniform sampler2D noiseMap;
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uniform sampler2D lightFunc;
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uniform sampler2DRect depthMap;
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uniform vec3 env_mat[3];
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uniform float sun_wash;
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varying vec4 vary_light;
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varying vec4 vary_fragcoord;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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uniform vec4 viewport;
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2DRect(depthMap, pos_screen.xy).a;
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vec2 sc = (pos_screen.xy-viewport.xy)*2.0;
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sc /= viewport.zw;
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sc -= vec2(1.0,1.0);
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vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
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vec4 pos = inv_proj * ndc;
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pos /= pos.w;
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pos.w = 1.0;
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return pos;
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}
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void main()
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{
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vec4 frag = vary_fragcoord;
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frag.xyz /= frag.w;
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frag.xyz = frag.xyz*0.5+0.5;
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frag.xy *= screen_res;
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vec3 pos = getPosition(frag.xy).xyz;
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vec3 lv = vary_light.xyz-pos;
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float dist2 = dot(lv,lv);
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dist2 /= vary_light.w;
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if (dist2 > 1.0)
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{
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discard;
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}
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vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
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norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
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float da = dot(norm, lv);
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if (da < 0.0)
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{
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discard;
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}
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norm = normalize(norm);
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lv = normalize(lv);
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da = dot(norm, lv);
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float noise = texture2D(noiseMap, frag.xy/128.0).b;
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vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
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float fa = gl_Color.a+1.0;
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float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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float lit = da * dist_atten * noise;
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col = gl_Color.rgb*lit*col;
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vec4 spec = texture2DRect(specularRect, frag.xy);
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if (spec.a > 0.0)
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{
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float sa = dot(normalize(lv-normalize(pos)),norm);
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if (sa > 0.0)
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{
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sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
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sa *= noise;
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col += da*sa*gl_Color.rgb*spec.rgb;
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}
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}
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if (dot(col, col) <= 0.0)
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{
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discard;
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}
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gl_FragColor.rgb = col;
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gl_FragColor.a = 0.0;
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}
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