openspades/Resources/Shaders/VoxelModel.fs
2014-04-08 03:36:07 +09:00

59 lines
1.5 KiB
GLSL

/*
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/>.
*/
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 main() {
// color is linearized
gl_FragColor = color;
gl_FragColor.w = 1.;
vec3 shading = vec3(color.w);
// FIXME: prepare for shadow?
shading *= EvaluateSunLight();
vec3 ao = texture2D(ambientOcclusionTexture, ambientOcclusionCoord).xyz;
shading += EvaluateAmbientLight(ao.x);
gl_FragColor.xyz *= shading;
//gl_FragColor.xyz *= texture2D(detailTexture, detailCoord).xyz * 2.;
gl_FragColor.xyz = mix(gl_FragColor.xyz, fogColor, fogDensity);
#if !LINEAR_FRAMEBUFFER
gl_FragColor.xyz = sqrt(gl_FragColor.xyz);
#endif
}