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