128 lines
3.7 KiB
GLSL
128 lines
3.7 KiB
GLSL
#ifdef GL_ES
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// Set default precision to medium
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precision mediump int;
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precision mediump float;
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#endif
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uniform mat3 normalMatrix;
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uniform vec3 cameraPosition;
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uniform sampler2D tx0;
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uniform sampler2D tx1;
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uniform struct Material {
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float shininess;
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vec3 specularColor;
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bool isTransparent;
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bool hasSpecularmap;
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bool hasNormalmap;
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bool isGlow;
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} material;
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uniform bool useLight;
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uniform struct Light {
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vec4 position;
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vec3 intensities;
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float attenuationFactor;
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float ambientCoefficient;
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} light;
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varying vec2 v_surfaceUV;
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varying vec3 v_surfacePosition;
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varying vec3 v_surfaceNormal;
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varying vec3 v_polyNorm;
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varying vec3 v_polyTan;
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varying vec3 v_polyBiTan;
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void main()
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{
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if(useLight && !material.isGlow)
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{
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// get the color and undo gamma correction
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vec4 surfaceColor = vec4(texture2D(tx0, v_surfaceUV));
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surfaceColor.rgb = pow(surfaceColor.rgb, vec3(2.2));
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// attenutation depending on the distance to the light
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float distanceToLight = length(light.position.xyz - v_surfacePosition);
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float attenuation = 1.0 / (1.0 + light.attenuationFactor * pow(distanceToLight, 2));
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// normal vector
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vec3 normal = normalize(normalMatrix * v_surfaceNormal);
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// direction from surface to light depending on the light type
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vec3 surfaceToLight;
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if(light.position.w == 0.0) // directional light
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surfaceToLight = normalize(light.position.xyz);
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else // point light
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surfaceToLight = normalize(light.position.xyz - v_surfacePosition);
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// direction from surface to camera
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vec3 surfaceToCamera = normalize(cameraPosition - v_surfacePosition);
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// adjust the values if material has normal map
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if(material.hasNormalmap)
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{
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vec3 surfaceTangent = normalize(normalMatrix * v_polyTan);
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vec3 surfaceBitangent = normalize(normalMatrix * -v_polyBiTan);
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vec3 surfaceNormal = normalize(normalMatrix * v_surfaceNormal);
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mat3 tbn = transpose(mat3(surfaceTangent, surfaceBitangent, surfaceNormal));
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normal = texture2D(tx1, v_surfaceUV).rgb;
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normal = normalize(normal * 2.0 -1.0);
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surfaceToLight = normalize(tbn * surfaceToLight);
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surfaceToCamera = normalize(tbn * surfaceToCamera);
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// ambient component
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vec3 ambient = light.ambientCoefficient * surfaceColor.rgb * light.intensities;
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/////////////////////////////////////////////////////////////////////////////////////
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// diffuse component
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float diffuseCoefficient = max(0.0, dot(normal, surfaceToLight));
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vec3 diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
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/////////////////////////////////////////////////////////////////////////////////////
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// specular component
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float specularCoefficient = 0.0;
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if(diffuseCoefficient > 0.0)
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specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normal))), material.shininess);
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float specularWeight = 1;
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if(material.hasSpecularmap)
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specularWeight = surfaceColor.a;
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vec3 specColor = specularWeight * 1/255 * material.specularColor;
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vec3 specular = specularCoefficient * specColor * light.intensities;
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/////////////////////////////////////////////////////////////////////////////////////
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// linear color before gamma correction
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vec3 linearColor = ambient + attenuation * (diffuse + specular);
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/////////////////////////////////////////////////////////////////////////////////////
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// gama correction
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vec3 gamma = vec3(1.0/2.2);
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if(!material.isTransparent)
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surfaceColor.a = 1.0;
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gl_FragColor = vec4(pow(linearColor, gamma), surfaceColor.a);
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}
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// don't use light
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else
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{
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vec4 surfaceColor = vec4(texture2D(tx0, v_surfaceUV));
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if(!material.isTransparent)
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surfaceColor.a = 1.0;
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gl_FragColor = surfaceColor;
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}
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}
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