mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-13 21:30:09 +00:00
77 lines
1.6 KiB
GLSL
Executable File
77 lines
1.6 KiB
GLSL
Executable File
#version 330 core
|
|
//precision highp float;
|
|
|
|
in Fragment
|
|
{
|
|
vec4 color;
|
|
} fragment;
|
|
|
|
in Vert
|
|
{
|
|
vec2 texcoord;
|
|
} vert;
|
|
|
|
uniform sampler2D Diffuse;
|
|
uniform sampler2DShadow shadowMap;
|
|
uniform mat4 ViewMatrixInverse;
|
|
|
|
in vec3 lightPos,cameraPosition, normal,ambient;
|
|
in vec4 ShadowCoord;
|
|
in vec4 vertexPos;
|
|
in float materialShininess;
|
|
in vec3 lightSpecularIntensity;
|
|
in vec3 materialSpecularColor;
|
|
|
|
out vec4 color;
|
|
|
|
|
|
|
|
void main(void)
|
|
{
|
|
vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);
|
|
vec3 ct,cf;
|
|
float intensity,at,af;
|
|
if (fragment.color.w==0)
|
|
discard;
|
|
vec3 lightDir = normalize(lightPos);
|
|
|
|
vec3 normalDir = normalize(normal);
|
|
|
|
intensity = 0.5+0.5*clamp( dot( normalDir,lightDir ), -1,1 );
|
|
|
|
af = 1.0;
|
|
|
|
ct = texel.rgb;
|
|
at = texel.a;
|
|
|
|
//float bias = 0.005f;
|
|
|
|
vec3 specularReflection;
|
|
|
|
if (dot(normalDir, lightDir) < 0.0)
|
|
{
|
|
specularReflection = vec3(0.0, 0.0, 0.0);
|
|
}
|
|
else // light source on the right side
|
|
{
|
|
vec3 surfaceToLight = normalize(lightPos - vertexPos.xyz);
|
|
vec3 surfaceToCamera = normalize(cameraPosition - vertexPos.xyz);
|
|
|
|
|
|
float specularCoefficient = 0.0;
|
|
specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normalDir))), materialShininess);
|
|
specularReflection = specularCoefficient * materialSpecularColor * lightSpecularIntensity;
|
|
|
|
}
|
|
|
|
|
|
float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z)/ShadowCoord.w));
|
|
if (intensity<0.5)
|
|
visibility = 0;
|
|
|
|
intensity = 0.7*intensity + 0.3*intensity*visibility;
|
|
|
|
cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient+specularReflection*visibility;
|
|
color = vec4(ct * cf, fragment.color.w);
|
|
}
|