openspades/Resources/Shaders/BasicBlock.fs

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/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
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varying vec4 color;
varying vec2 ambientOcclusionCoord;
varying vec2 detailCoord;
varying vec3 fogDensity;
uniform sampler2D ambientOcclusionTexture;
uniform sampler2D detailTexture;
uniform vec3 fogColor;
vec3 EvaluateSunLight();
vec3 EvaluateAmbientLight(float detailAmbientOcclusion);
//void VisibilityOfSunLight_Model_Debug();
void main() {
// color is linear
gl_FragColor = vec4(color.xyz, 1.);
vec3 shading = vec3(color.w);
shading *= EvaluateSunLight();
float ao = texture2D(ambientOcclusionTexture, ambientOcclusionCoord).x;
shading += EvaluateAmbientLight(ao);
// apply diffuse shading
gl_FragColor.xyz *= shading;
// apply fog
gl_FragColor.xyz = mix(gl_FragColor.xyz, fogColor, fogDensity);
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#if !LINEAR_FRAMEBUFFER
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// gamma correct
gl_FragColor.xyz = sqrt(gl_FragColor.xyz);
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#endif
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}