www.pudn.com > 3dwind2.0.rar > SinglePass_ps.glsl


/******************************************************************************  
Copyright (c) W.J. van der Laan  
  
Permission is hereby granted, free of charge, to any person obtaining a copy of   
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PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT   
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******************************************************************************/  
/** Deferred shading framework  
	// W.J. :wumpus: van der Laan 2005 //  
	  
	Post shader: Single pass  
*/  
uniform sampler2D tex0;  
uniform sampler2D tex1;  
  
varying vec2 texCoord;  
varying vec3 projCoord;  
  
uniform mat4 proj;  
  
uniform vec3 ambientColor;  
// Attributes of light 0  
uniform vec4 lightPos0;  
uniform vec3 lightDiffuseColor0;  
uniform vec3 lightSpecularColor0;  
// Attributes of light 1  
uniform vec4 lightPos1;  
uniform vec3 lightDiffuseColor1;  
uniform vec3 lightSpecularColor1;  
  
// Global parameters for lights  
struct LightGlobal  
{  
	vec3 position;  
	vec3 normal;  
	vec3 viewDir;  
};  
  
// Current state of light  
struct LightAccum  
{  
	vec3 light_diffuse;  
	vec3 light_specular;  
};  
  
// Do lighting calculations for one light  
void processLight(  
	inout LightAccum accum,  
	LightGlobal global,  
	vec4 lightPos,  
	vec3 lightDiffuseColor,  
	vec3 lightSpecularColor)  
{  
    vec3 lightVec = vec3(lightPos) - global.position;  
    vec3 lightDir = normalize(lightVec);  
    accum.light_diffuse += max(0.0,dot(lightDir, global.normal)) * lightDiffuseColor;  
      
    vec3 h = normalize(global.viewDir + lightDir);  
    accum.light_specular += pow(dot(global.normal, h),32.0) * lightSpecularColor;  
}  
  
void main()  
{  
	vec4 a0 = texture2D(tex0, texCoord); // Attribute 0: Diffuse color+shininess  
    vec4 a1 = texture2D(tex1, texCoord); // Attribute 1: Normal+depth  
      
    // Clip fragment if depth is too far, so the skybox can be rendered on the background  
    if(a1.w==0.0)  
		discard;  
        
    // Attributes  
    vec3 colour = a0.rgb;  
    float alpha = a0.a;		// Specularity  
    float distance = a1.w;  // Distance from viewer -- is zero if no lighting wanted  
      
    LightGlobal global;  
    global.normal = a1.xyz;  
	global.position = projCoord*distance;  
      
    // Apply light  
    LightAccum accum;  
    accum.light_diffuse = vec3(0,0,0);  
    accum.light_specular = vec3(0,0,0);  
    global.viewDir = -normalize(global.position);  
      
    processLight(accum, global, lightPos0, lightDiffuseColor0, lightSpecularColor0);  
    processLight(accum, global, lightPos1, lightDiffuseColor1, lightSpecularColor1);  
      
    // Calcalate total lighting for this fragment  
    vec3 total_light_contrib;  
	total_light_contrib = ambientColor+accum.light_diffuse+alpha*accum.light_specular;  
	  
	// Calculate colour of fragment  
    gl_FragColor = vec4( total_light_contrib*colour ,0);  
      
    // Calculate depth of fragment; GL requires a 2.0* here as the range is [-1, 1]  
    gl_FragDepth = projCoord.z*proj[2][2] + proj[3][2]/(2.0*distance);  
}