Files
OpenSpace/shaders/model_fs.glsl
2015-05-04 20:15:34 -04:00

93 lines
3.6 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#version __CONTEXT__
uniform vec4 campos;
uniform vec4 objpos;
uniform vec3 cam_dir; // add this for specular
uniform vec3 sun_pos;
uniform bool _performShading = true;
uniform float transparency;
uniform int shadows;
uniform float fading;
uniform float time;
uniform sampler2D texture1;
in vec2 vs_st;
in vec4 vs_normal;
in vec4 vs_position;
#include "ABuffer/abufferStruct.hglsl"
#include "ABuffer/abufferAddToBuffer.hglsl"
#include "PowerScaling/powerScaling_fs.hglsl"
//#include "PowerScaling/powerScaling_vs.hglsl"
void main()
{
vec4 position = vs_position;
float depth = pscDepth(position);
vec4 diffuse = texture(texture1, vs_st);
diffuse[3] = fading;
if (_performShading) {
vec4 spec = vec4(0.0);
vec3 n = normalize(vs_normal.xyz);
vec3 l_pos = vec3(sun_pos); // sun.
vec3 l_dir = normalize(l_pos-objpos.xyz);
float intensity = min(max(1*dot(n,l_dir), 0.0), 1);
float shine = 100;
vec4 specular = vec4(1.0);
vec4 ambient =diffuse*0.4;
ambient[3] = transparency;
if(intensity > 0.0f){
// halfway vector
vec3 h = normalize(l_dir + normalize(cam_dir));
// specular factor
float intSpec = max(dot(n,h),0.0);
spec = specular * pow(intSpec, shine);
}
diffuse = vec4(max(intensity * diffuse , ambient).xyz,1) +spec*1.5*diffuse ;
diffuse[3] = fading*transparency;
ABufferStruct_t frag = createGeometryFragment(diffuse, position, depth);
addToBuffer(frag);
}
else {
diffuse[3] = fading*transparency;
ABufferStruct_t frag = createGeometryFragment(diffuse, position, depth);
addToBuffer(frag);
}
}