ho3/resources/shaders/NIU/directlight_bump_simple_shadow.fragment

73 lines
1.5 KiB
Plaintext
Raw Normal View History

2024-06-06 13:25:38 +00:00
/*
Bump mapping shader without parallax mapping but with shadows for single directional light source
*/
uniform sampler2D Texture;
uniform sampler2D NormalMap;
uniform int NormalMapExists;
varying vec2 texCoord;
varying vec3 camVec;
varying vec3 lightVec;
//For shadows
uniform sampler2D ShadowMap;
uniform float ShadowDepth;
varying vec4 vPos;
varying vec4 gPos;
float shadowCoef()
{
vec4 shadow_coord = gl_TextureMatrix[2]*vPos;
shadow_coord.w = shadow_coord.z;
// get the stored depth
float shadow_d = texture2D(ShadowMap, shadow_coord.xy).x;
// get the difference of the stored depth and the distance of this fragment to the light
float diff = min(shadow_d - shadow_coord.z,0.0);
float shadow_coef = clamp( 20*ShadowDepth*diff + 1.0, 0.0, 1.0); //[0..1]
return shadow_coef;
}
void main()
{
vec3 norm;
vec4 ambient;
vec4 diffuse;
vec4 specular;
vec3 TexRGB = texture2D(Texture, texCoord.st).rgb;
vec3 cVec = normalize(camVec);
if (NormalMapExists == 0)
{
norm = vec3(0.0,0.0,1.0);
}
else
{
norm = (texture2D(NormalMap, texCoord.st).rgb - 0.5) * 2.0;
}
float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
float shadow_coef = shadowCoef();
ambient = gl_LightSource[0].ambient;
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * min( max(dot(lightVec,norm),0.0),shadow_coef);
specular = gl_LightSource[0].specular * min(shineFactor,shadow_coef);
gl_FragColor = vec4(TexRGB,1.0)*max(ambient,diffuse)+specular;
}