75 lines
1.9 KiB
GLSL
75 lines
1.9 KiB
GLSL
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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// Common code for dynamic light rendering
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// -- shadowing
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float VisibilityOfLight_Map();
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float VisibilityOfLight() {
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return VisibilityOfLight_Map();
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}
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float EvaluateDynamicLightShadow(){
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return VisibilityOfLight();
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}
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// -- lighting (without bumpmapping)
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uniform vec3 dynamicLightColor;
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uniform float dynamicLightRadius;
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uniform float dynamicLightRadiusInversed;
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uniform sampler2D dynamicLightProjectionTexture;
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varying vec3 lightPos;
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varying vec3 lightNormal;
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varying vec3 lightTexCoord;
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vec3 EvaluateDynamicLightNoBump() {
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if(lightTexCoord.z < 0.) discard;
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// diffuse lighting
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float intensity = dot(normalize(lightPos), normalize(lightNormal));
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if(intensity < 0.) discard;
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// attenuation
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float distance = length(lightPos);
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if(distance >= dynamicLightRadius) discard;
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distance *= dynamicLightRadiusInversed;
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distance = max(1. - distance, 0.);
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float att = distance * distance;
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// apply attenuation
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intensity *= att;
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// projection
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// if(lightTexCoord.w < 0.) discard; -- done earlier
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vec3 texValue = texture2DProj(dynamicLightProjectionTexture, lightTexCoord).xyz;
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// TODO: specular lighting?
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return dynamicLightColor * intensity * EvaluateDynamicLightShadow() * texValue;
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}
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// TODO: bumpmapping variant (requires tangent vector)
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