quakeforge/libs/video/renderer/glsl/iqm.frag
Bill Currie 9c69404163 Attempt to render iqm models.
Things are a right mess (segfaults, invalid accesses on load, etc), but
hey, it's a start :)
2012-05-15 21:08:45 +09:00

61 lines
1.2 KiB
GLSL

struct light {
vec4 position; // xyz = pos, w = strength
vec4 color; // rgb. a = ?
};
uniform sampler2D texture;
uniform sampler2D normalmap;
uniform light 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;
light l = lights[ind];
d = l.position.xyz - gl_FragCoord.xyz;
return l.color.rgb * (l.position.w * dot (d, n) / dot (d, d));
}
void
main (void)
{
mat3 tbn = mat3 (tangent, bitangent, normal);
vec3 norm, l;
vec4 col;
norm = texture2D (normalmap, st).xyz;
norm = tbn * norm;
l += calc_light (norm, 0);
l += calc_light (norm, 1);
l += calc_light (norm, 2);
l += calc_light (norm, 3);
l += calc_light (norm, 4);
l += calc_light (norm, 5);
l += calc_light (norm, 6);
l += calc_light (norm, 7);
col = texture2D (texture, st) * color * vec4 (l, 1.0);
gl_FragColor = fogBlend (col);
}