2013-08-29 11:45:22 +09:00

75 lines
1.9 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/>.
*/
// Common code for dynamic light rendering
// -- shadowing
float VisibilityOfLight_Map();
float VisibilityOfLight() {
return VisibilityOfLight_Map();
}
float EvaluateDynamicLightShadow(){
return VisibilityOfLight();
}
// -- lighting (without bumpmapping)
uniform vec3 dynamicLightColor;
uniform float dynamicLightRadius;
uniform float dynamicLightRadiusInversed;
uniform sampler2D dynamicLightProjectionTexture;
varying vec3 lightPos;
varying vec3 lightNormal;
varying vec3 lightTexCoord;
vec3 EvaluateDynamicLightNoBump() {
if(lightTexCoord.z < 0.) discard;
// diffuse lighting
float intensity = dot(normalize(lightPos), normalize(lightNormal));
if(intensity < 0.) discard;
// attenuation
float distance = length(lightPos);
if(distance >= dynamicLightRadius) discard;
distance *= dynamicLightRadiusInversed;
distance = max(1. - distance, 0.);
float att = distance * distance;
// apply attenuation
intensity *= att;
// projection
// if(lightTexCoord.w < 0.) discard; -- done earlier
vec3 texValue = texture2DProj(dynamicLightProjectionTexture, lightTexCoord).xyz;
// TODO: specular lighting?
return dynamicLightColor * intensity * EvaluateDynamicLightShadow() * texValue;
}
// TODO: bumpmapping variant (requires tangent vector)