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