doom3quest/Projects/Android/jni/d3es-multithread-master/neo/renderer/glsl/interactionPhongShaderFP.cpp
Simon b2b8f43c9d Initial Commit
Builds, runs, no stereo or much else is working, menus work ok though
2020-09-08 23:10:45 +01:00

71 lines
2.3 KiB
C++

/*
* This file is part of the D3wasm project (http://www.continuation-labs.com/projects/d3wasm)
* Copyright (c) 2019 Gabriel Cuvillier.
*
* This program 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, version 3.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "glsl_shaders.h"
const char * const interactionPhongShaderFP = R"(
#version 100
precision highp float;
// In
varying vec2 var_TexDiffuse;
varying vec2 var_TexNormal;
varying vec2 var_TexSpecular;
varying vec4 var_TexLight;
varying lowp vec4 var_Color;
varying vec3 var_L;
varying vec3 var_V;
// Uniforms
uniform lowp vec4 u_diffuseColor;
uniform lowp vec4 u_specularColor;
uniform float u_specularExponent;
uniform sampler2D u_fragmentMap0; // u_bumpTexture
uniform sampler2D u_fragmentMap1; // u_lightFalloffTexture
uniform sampler2D u_fragmentMap2; // u_lightProjectionTexture
uniform sampler2D u_fragmentMap3; // u_diffuseTexture
uniform sampler2D u_fragmentMap4; // u_specularTexture
// Out
// gl_FragCoord
void main(void)
{
vec3 L = normalize(var_L);
vec3 V = normalize(var_V);
vec3 N = normalize(2.0 * texture2D(u_fragmentMap0, var_TexNormal.st).agb - 1.0);
float NdotL = clamp(dot(N, L), 0.0, 1.0);
vec3 lightProjection = texture2DProj(u_fragmentMap2, var_TexLight.xyw).rgb;
vec3 lightFalloff = texture2D(u_fragmentMap1, vec2(var_TexLight.z, 0.5)).rgb;
vec3 diffuseColor = texture2D(u_fragmentMap3, var_TexDiffuse).rgb * u_diffuseColor.rgb;
vec3 specularColor = 2.0 * texture2D(u_fragmentMap4, var_TexSpecular).rgb * u_specularColor.rgb;
vec3 R = -reflect(L, N);
float RdotV = clamp(dot(R, V), 0.0, 1.0);
float specularFalloff = pow(RdotV, u_specularExponent);
vec3 color;
color = diffuseColor;
color += specularFalloff * specularColor;
color *= NdotL * lightProjection;
color *= lightFalloff;
gl_FragColor = vec4(color, 1.0) * var_Color;
}
)";