2013-12-19 19:32:50 +01:00

70 lines
2.0 KiB
GLSL

uniform vec4 lightDiffuse;
uniform vec4 scaleBias;
uniform vec4 spotParams;
uniform vec4 lightDiffuse1;
uniform vec4 spotParams1;
uniform sampler2D normalHeightMap;
uniform sampler2D diffuseMap;
uniform sampler2D shadowMap1;
uniform sampler2D shadowMap2;
varying vec3 tangentEyeDir;
varying vec3 tangentLightDir[2];
varying vec3 tangentSpotDir[2];
varying vec4 shadowUV[2];
// Expand a range-compressed vector
vec3 expand(vec3 v)
{
return (v - 0.5) * 2.0;
}
void main()
{
// get the height using the tex coords
float height = texture2D(normalHeightMap, gl_TexCoord[0].xy).a;
// scale and bias factors
float scale = scaleBias.x;
float bias = scaleBias.y;
// calculate displacement
float displacement = (height * scale) + bias;
//float displacement = (height * 0.04) - 0.02;
vec3 scaledEyeDir = tangentEyeDir * displacement;
// calculate the new tex coord to use for normal and diffuse
vec2 newTexCoord = (scaledEyeDir + gl_TexCoord[0].xyz).xy;
// get the new normal and diffuse values
vec3 normal = expand(texture2D(normalHeightMap, newTexCoord).xyz);
vec4 diffuse = texture2D(diffuseMap, newTexCoord);
vec4 col1 = diffuse * clamp(dot(normal, tangentLightDir[0]),0.0,1.0) * lightDiffuse;
// factor in spotlight angle
float rho = clamp(dot(tangentSpotDir[0], tangentLightDir[0]),0.0,1.0);
// factor = (rho - cos(outer/2) / cos(inner/2) - cos(outer/2)) ^ falloff
float spotFactor = pow(
clamp(rho - spotParams.y,0.0,1.0) / (spotParams.x - spotParams.y), spotParams.z);
col1 = col1 * spotFactor;
vec4 col2 = diffuse * clamp(dot(normal, tangentLightDir[1]),0.0,1.0) * lightDiffuse1;
// factor in spotlight angle
rho = clamp(dot(tangentSpotDir[1], tangentLightDir[1]),0.0,1.0);
// factor = (rho - cos(outer/2) / cos(inner/2) - cos(outer/2)) ^ falloff
spotFactor = pow(
clamp(rho - spotParams1.y,0.0,1.0) / (spotParams1.x - spotParams1.y), spotParams1.z);
col2 = col2 * spotFactor;
// shadow textures
col1 = col1 * texture2DProj(shadowMap1, shadowUV[0]);
col2 = col2 * texture2DProj(shadowMap2, shadowUV[1]);
gl_FragColor = col1 + col2;
}