bullet3/examples/OpenGLWindow/Shaders/projectiveTextureInstancingPS.glsl
2018-05-03 10:46:59 -07:00

70 lines
1.6 KiB
GLSL

#version 330 core
//precision highp float;
in Fragment
{
vec4 color;
} fragment;
uniform sampler2D Diffuse;
uniform mat4 ViewMatrixInverse;
uniform mat4 TextureMVP;
in vec3 lightPos,cameraPosition, normal,ambient;
in vec4 vertexPos;
in float materialShininess;
in vec3 lightSpecularIntensity;
in vec3 materialSpecularColor;
out vec4 color;
void main(void)
{
vec4 projcoords = TextureMVP * vertexPos;
vec2 texturecoords = projcoords.xy/projcoords.w;
vec4 texel = fragment.color*texture(Diffuse,texturecoords);
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 = 1.0;
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);
}