Initial import of KREngine
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%404
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168
objview/Classes/krengine/Shaders/ObjectShader.fsh
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168
objview/Classes/krengine/Shaders/ObjectShader.fsh
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//
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// Shader.fsh
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// gldemo
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//
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// Based on http://www.fabiensanglard.net/bumpMapping/index.php
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/*
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// -- Per vertex lighting
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uniform sampler2D diffuseTexture, specularTexture, normalTexture;
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varying mediump vec2 texCoord;
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varying mediump vec3 diffuse;
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varying mediump vec3 specular;
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void main (void)
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{
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mediump vec3 texColour = vec3(texture2D(diffuseTexture, texCoord));
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mediump vec3 specColor = vec3(texture2D(specularTexture, texCoord));
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mediump vec3 normalVal = vec3(texture2D(normalTexture, texCoord));
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//mediump vec3 colour = (texColour * diffuse) + specular;
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mediump vec3 colour = (texColour * diffuse) + (specColor * specular);
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gl_FragColor = vec4(colour, 1.0);
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}
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*/
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/*
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// -- Per Pixel lighting, test 1 --
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uniform sampler2D diffuseTexture, specularTexture, normalTexture;
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uniform mediump vec3 material_ambient, material_diffuse, material_specular;
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varying mediump vec2 texCoord;
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varying mediump vec3 normal;
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varying mediump vec3 ePos;
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const mediump float shininess = 4.0;
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const mediump vec3 LightPos = vec3(20.0, 00.0, 10.0);
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const mediump vec3 LightCol = vec3(2.0,2.0,2.0);
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//directional light function //
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// spFlg flag using specular or not.
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// nrml nrml vector in the eye coordinate.
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// ePos vertex position in the eye coordinate.
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void DirectionalLight(inout mediump vec3 diffuse, inout mediump vec3 specular, in mediump int spFlg, in mediump vec3 nrml, in mediump vec3 ePos){
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// calculate the light direction vector.
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mediump vec3 lightDir = normalize(LightPos);
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// calculate the half vector between eye position and light position.
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mediump vec3 halfV = normalize(-ePos + LightPos);
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// calculate diffuse light intensity.
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mediump float dVP = max(dot(nrml,lightDir), 0.0);
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// calculate approximated specular light base intensity.
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mediump float dHV = max(dot(nrml,halfV),0.0);
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// if the diffuse is not zero and spFlg is On,
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// calculate specular light intensity with shininess,
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// or turn off the specular light.
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mediump float pf;
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if (dVP>.0 && spFlg==1) pf = pow(dHV, shininess);
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else pf = 0.0;
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diffuse += dVP*LightCol;
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specular += pf*LightCol;
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}
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void main (void)
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{
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mediump vec3 texColour = vec3(texture2D(diffuseTexture, texCoord));
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mediump vec3 specColor = vec3(texture2D(specularTexture, texCoord));
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mediump vec3 normalVal = vec3(texture2D(normalTexture, texCoord));
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// initalize light intensity parameter.
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mediump vec3 diffuse = vec3(0.75);
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mediump vec3 specular = vec3(0.0);
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DirectionalLight(diffuse, specular, 1, normalize(normal + normalVal), ePos);
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specular *= material_specular;
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diffuse = diffuse * material_diffuse + material_ambient;
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//mediump vec3 colour = (texColour * diffuse) + specular;
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mediump vec3 colour = (texColour * diffuse) + (specColor * specular);
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gl_FragColor = vec4(colour, 1.0);
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}
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*/
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/*
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// -- Per Pixel lighting, test 2 --
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uniform sampler2D diffuseTexture, specularTexture, normalTexture;
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varying mediump vec2 texCoord;
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varying mediump vec3 lightVec;
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varying mediump vec3 halfVec;
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//varying mediump vec3 eyeVec;
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uniform mediump vec3 material_ambient, material_diffuse, material_specular;
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void main()
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{
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// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
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mediump vec3 normal = normalize(2.0 * texture2D(normalTexture,texCoord).rgb - 1.0);
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mediump float lamberFactor= max (dot (lightVec, normal), 0.0);
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gl_FragColor = vec4(0.0);
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if (lamberFactor > 0.0)
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{
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// compute diffuse lighting
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mediump vec4 diffuseMaterial = texture2D(diffuseTexture, texCoord);
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mediump vec4 diffuseLight = vec4(material_diffuse, 1.0) + 1.0; // 1.0 added so there will not be complete darkness
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// compute specular lighting
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mediump vec4 specularLight = texture2D(specularTexture, texCoord); // Specular value comes from a texture
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mediump float shininess = pow (max (dot (halfVec, normal), 0.0), 2.0);
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gl_FragColor = diffuseMaterial * diffuseLight * lamberFactor ;
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gl_FragColor += vec4(material_specular, 1.0) * specularLight * shininess;
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}
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// compute ambient
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gl_FragColor += vec4(material_ambient, 1.0);;
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}
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*/
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// -- Per Pixel lighting, test 3 --
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uniform sampler2D diffuseTexture, specularTexture, normalTexture;
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varying mediump vec2 texCoord;
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varying mediump vec3 lightVec;
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varying mediump vec3 halfVec;
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uniform lowp vec3 material_ambient, material_diffuse, material_specular;
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void main()
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{
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// compute diffuse lighting
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mediump vec4 diffuseMaterial = texture2D(diffuseTexture, texCoord);
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/*
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// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
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mediump vec3 normal = normalize(2.0 * texture2D(normalTexture,texCoord).rgb - 1.0);
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mediump float lamberFactor= max (dot (lightVec, normal), 0.0);
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// Add ambient light and alpha component from diffuse texture map
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gl_FragColor = vec4(material_ambient, diffuseMaterial.w);
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// compute specular lighting
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mediump vec3 specularLight = vec3(texture2D(specularTexture, texCoord)); // Specular value comes from a texture
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mediump float shininess = pow (max (dot (halfVec, normal), 0.0), 2.0);
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// Add diffuse light
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gl_FragColor += vec4(vec3(diffuseMaterial) * material_diffuse * lamberFactor, 0.0);
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// Add specular light
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gl_FragColor += vec4(material_specular * specularLight * shininess, 0.0);
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*/
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//gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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gl_FragColor = diffuseMaterial;
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}
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