mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-11 13:00:56 +00:00
59 lines
1.7 KiB
Text
59 lines
1.7 KiB
Text
|
//this shader is a light shader. ideally drawn with a quad covering the entire region
|
||
|
//the output is contribution from this light (which will be additively blended)
|
||
|
//you can blame Electro for much of the maths in here.
|
||
|
//fixme: no fog
|
||
|
|
||
|
varying vec4 tf;
|
||
|
#ifdef VERTEX_SHADER
|
||
|
void main()
|
||
|
{
|
||
|
tf = ftetransform();
|
||
|
gl_Position = tf;
|
||
|
}
|
||
|
#endif
|
||
|
#ifdef FRAGMENT_SHADER
|
||
|
uniform sampler2D s_t0;
|
||
|
uniform vec3 l_lightposition;
|
||
|
uniform mat4 m_invviewprojection;
|
||
|
uniform vec3 l_lightcolour;
|
||
|
uniform float l_lightradius;
|
||
|
vec3 calcLightWorldPos(vec2 screenPos, float depth)
|
||
|
{
|
||
|
vec4 pos;
|
||
|
pos.x = screenPos.x;
|
||
|
pos.y = screenPos.y;
|
||
|
pos.z = depth;
|
||
|
pos.w = 1.0;
|
||
|
pos = m_invviewprojection * pos;
|
||
|
return pos.xyz / pos.w;
|
||
|
}
|
||
|
void main ()
|
||
|
{
|
||
|
vec3 lightColour = l_lightcolour.rgb;
|
||
|
float lightIntensity = 1.0;
|
||
|
float lightAttenuation = l_lightradius; // fixme: just use the light radius for now, use better near/far att math separately once working
|
||
|
float radiusFar = l_lightradius;
|
||
|
float radiusNear = l_lightradius*0.5;
|
||
|
|
||
|
vec2 fc;
|
||
|
fc = tf.xy / tf.w;
|
||
|
vec4 data = texture2D(s_t0, (1.0 + fc) / 2.0);
|
||
|
float depth = data.a;
|
||
|
vec3 norm = data.xyz;
|
||
|
|
||
|
/* calc where the wall that generated this sample came from */
|
||
|
vec3 worldPos = calcLightWorldPos(fc, depth);
|
||
|
|
||
|
/*calc diffuse lighting term*/
|
||
|
vec3 lightDir = l_lightposition - worldPos;
|
||
|
float zdiff = 1.0 - clamp(length(lightDir) / lightAttenuation, 0.0, 1.0);
|
||
|
float atten = (radiusFar * zdiff) / (radiusFar - radiusNear);
|
||
|
atten = pow(atten, 2.0);
|
||
|
lightDir = normalize(lightDir);
|
||
|
float nDotL = dot(norm, lightDir) * atten;
|
||
|
float lightDiffuse = max(0.0, nDotL);
|
||
|
|
||
|
gl_FragColor = vec4(lightDiffuse * (lightColour * lightIntensity), 1.0);
|
||
|
}
|
||
|
#endif
|