81 lines
2.5 KiB
GLSL
81 lines
2.5 KiB
GLSL
#version 400 core
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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struct Light {
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vec3 color;
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vec3 position;
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vec3 attenuation;
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};
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struct Material {
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vec3 ambientFactor;
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vec3 diffuseFactor;
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vec3 specularFactor;
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float shininess;
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};
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const int MAX_LIGHT_NUMBER = 8;
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in vec2 io_textureCoords;
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in vec3 io_surfaceNormal;
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in vec3 io_toCameraVector;
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in vec3 io_toLightVector[MAX_LIGHT_NUMBER];
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// FOW: Fog Of War result calculation
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in float io_fowVisibility;
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// texture properties
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uniform sampler2D in_textureBase;
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// Material
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uniform Material in_material;
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// 2 light for suns and other for locals ...
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uniform Light in_lights[MAX_LIGHT_NUMBER];
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// global color of the sky ... needed to have a better color for the FOW
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//uniform vec3 in_sky_color;
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const vec3 in_sky_color = vec3(1.0,1.0,1.0);
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// output:
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out vec4 out_Color;
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void main(void) {
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// disable transparency elements in the texture ...
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// Can be set at the start of the shader ...
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vec4 textureColour = texture(in_textureBase, io_textureCoords);
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if (textureColour.a < 0.5) {
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discard;
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}
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vec3 unitNormal = normalize(io_surfaceNormal);
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vec3 unitVectorToCamera = normalize(io_toCameraVector);
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vec3 totalDiffuse = vec3(0.0);
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vec3 totalSpecular = vec3(0.0);
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for(int iii=0; iii<MAX_LIGHT_NUMBER; iii++) {
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float distance = length(io_toLightVector[iii]);
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float attenuationFactor = in_lights[iii].attenuation.x + (in_lights[iii].attenuation.y * distance) + (in_lights[iii].attenuation.z * distance * distance);
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vec3 unitLightVector = normalize(io_toLightVector[iii]);
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float nDot1 = dot(unitNormal, unitLightVector);
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float brightness = max(nDot1, 0.0);
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vec3 lightDirection = -unitLightVector;
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vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
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float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
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specularFactor = max(specularFactor, 0.0);
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float damperFactor = pow(specularFactor, in_material.shininess);
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vec3 diffuse = (brightness * in_lights[iii].color) / attenuationFactor;;
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vec3 finalSpecular = (damperFactor * in_material.specularFactor.x * in_lights[iii].color) / attenuationFactor; // TODO: Remove the x ....
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totalDiffuse = totalDiffuse + diffuse;
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totalSpecular = totalSpecular + finalSpecular;
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}
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// the 0.2 represent the ambiant lightning ==> maybe set an uniform for this
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totalDiffuse = max(totalDiffuse, 0.3);
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out_Color = vec4(totalDiffuse,1.0) * textureColour + vec4(totalSpecular, 1.0);
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out_Color = mix(vec4(in_sky_color,1.0), out_Color, io_fowVisibility);
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}
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