76 lines
1.8 KiB
GLSL
76 lines
1.8 KiB
GLSL
#version 110
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varying vec4 vPos;
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varying vec3 vNrm;
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varying vec4 vShadowCoord;
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varying vec4 vColor;
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uniform sampler2D depth_texture;
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uniform sampler2D current_texture;
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uniform float enable_lighting;
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uniform float enable_texture;
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vec4 PhongShading(void)
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{
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vec3 N = normalize(vNrm);
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vec3 L = normalize(gl_LightSource[0].position.xyz-vPos.xyz);
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vec4 ambient = gl_FrontLightProduct[0].ambient;
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float dcoef = max(dot(L, N), 0.0);
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vec4 diffuse = gl_FrontLightProduct[0].diffuse * dcoef;
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vec4 specular = vec4(0.0);
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if(dcoef > 0.0){
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vec3 V = normalize(-vPos.xyz);
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vec3 H = normalize(L + V);
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float specularLight = pow(max(dot(N, H), 0.0), gl_FrontMaterial.shininess);
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specular = gl_FrontLightProduct[0].specular * specularLight;
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}
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return ambient+diffuse+specular;
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}
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float ShadowCoef(void){
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vec4 shadow_coord = vShadowCoord / vShadowCoord.w;
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float view = shadow_coord.z;
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vec2 d[4];
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float light = 1.0;
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float shadow_coef = 1.0;
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int i;
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d[0] = vec2(-0.94201624, -0.39906216);
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d[1] = vec2(0.94558609, -0.76890725);
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d[2] = vec2(-0.094184101, -0.92938870);
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d[3] = vec2(0.34495938, 0.29387760);
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light = texture2D(depth_texture, shadow_coord.xy).z;
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for(i = 0; i < 4; i++){
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vec2 p = shadow_coord.xy + d[i] / 700.0;
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if(p.x < 0.0) continue;
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if(p.y < 0.0) continue;
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if(p.x > 1.0) continue;
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if(p.y > 1.0) continue;
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if(texture2D(depth_texture, p).z < view){
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shadow_coef -= 0.2;
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}
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}
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return shadow_coef;
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}
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void main(void){
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vec4 c = enable_lighting > 0.5 ? PhongShading() : vColor;
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vec4 ambient = gl_LightSource[0].ambient;
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float shadow_coef = ShadowCoef();
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if(enable_texture >= 0.5){
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c = c * texture2D(current_texture, gl_TexCoord[0].st);
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}
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gl_FragColor = ambient * shadow_coef * c + (1.0 - ambient) * c;
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}
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