quakeforge/libs/video/renderer/glsl/iqm.frag

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uniform sampler2D texture;
uniform sampler2D normalmap;
uniform vec4 lights[8];
uniform vec4 fog;
varying vec3 bitangent;
varying vec3 tangent;
varying vec3 normal;
varying vec2 st;
varying vec4 color;
float
sqr (float x)
{
return x * x;
}
vec4
fogBlend (vec4 color)
{
float f;
vec4 fog_color = vec4 (fog.rgb, 1.0);
f = exp (-sqr (fog.a / gl_FragCoord.w));
return mix (fog_color, color, f);
}
vec3
calc_light (vec3 n, int ind)
{
vec3 d;
d = lights[ind].xyz - gl_FragCoord.xyz;
return vec3 (lights[ind].w * dot (d, n) / dot (d, d));
}
void
main (void)
{
mat3 tbn = mat3 (tangent, bitangent, normal);
vec3 norm, light;
vec4 col;
norm = texture2D (normalmap, st).xyz;
norm = tbn * norm;
light += calc_light (norm, 0);
light += calc_light (norm, 1);
light += calc_light (norm, 2);
light += calc_light (norm, 3);
light += calc_light (norm, 4);
light += calc_light (norm, 5);
light += calc_light (norm, 6);
light += calc_light (norm, 7);
col = texture2D (texture, st) * color * vec4 (light, 1.0);
gl_FragColor = fogBlend (col);
}