74 lines
3.5 KiB
GLSL
Executable File
74 lines
3.5 KiB
GLSL
Executable File
// Copyright 2012 Kearwood Gilbert. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of Kearwood Gilbert.
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//
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uniform sampler2D gbuffer_frame;
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uniform sampler2D gbuffer_depth;
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uniform lowp vec3 light_color;
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uniform highp float light_intensity;
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uniform highp float light_decay_start;
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uniform highp float light_cutoff;
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uniform mediump vec4 viewport;
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uniform highp mat4 inv_projection_matrix;
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uniform highp vec3 view_space_model_origin;
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void main()
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{
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lowp vec2 gbuffer_uv = vec2(gl_FragCoord.xy / viewport.zw); // FINDME, TODO - Dependent Texture Read adding latency, due to calculation of texture UV within fragment -- move to vertex shader?
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lowp vec4 gbuffer_sample = texture2D(gbuffer_frame, gbuffer_uv);
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mediump vec3 gbuffer_normal = normalize(2.0 * gbuffer_sample.rgb - 1.0);
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mediump float gbuffer_specular_exponent = gbuffer_sample.a * 100.0;
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mediump vec4 clip_space_vertex_position = vec4(
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gl_FragCoord.xy / viewport.zw * 2.0 - 1.0,
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texture2D(gbuffer_depth, gbuffer_uv).r * 2.0 - 1.0,
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1.0
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);
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mediump vec4 view_space_vertex_position = inv_projection_matrix * clip_space_vertex_position;
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view_space_vertex_position.xyz /= view_space_vertex_position.w;
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mediump float light_distance = max(0.0, distance(view_space_model_origin.xyz, view_space_vertex_position.xyz) - light_decay_start);
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mediump float light_attenuation = (light_intensity / ((light_distance + 1.0) * (light_distance + 1.0)) - light_cutoff) / (1.0 - light_cutoff);
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mediump vec3 light_vec = normalize(view_space_model_origin.xyz - view_space_vertex_position.xyz);
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mediump float lamberFactor = dot(light_vec, gbuffer_normal) * 0.2;
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mediump float specularFactor = 0.0;
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//if(gbuffer_specular_exponent > 0.0) {
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mediump vec3 halfVec = normalize((normalize(- view_space_vertex_position.xyz) + light_vec));
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specularFactor = pow(dot(halfVec,gbuffer_normal), gbuffer_specular_exponent);
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//}
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gl_FragColor = vec4(light_color * lamberFactor, specularFactor) * light_attenuation;
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}
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