KlassischeKeplerKriege/data/shader/gameobjects.frag

66 lines
No EOL
1.7 KiB
GLSL

#version 120
varying vec3 vertex;
varying vec3 normal;
varying vec3 lightDirection;
uniform vec3 lightColor;
uniform vec3 lightPosition;
uniform vec3 materialColor;
uniform int materialKind;
uniform int materialSeed;
uniform int explLightsNum;
uniform vec3 explLightsPos[10];
uniform float explLightsIntensities[10];
void main()
{
vec3 Eye = normalize(-vertex);
vec3 Reflected = normalize(reflect( -lightPosition, normal));
vec3 IAmbient = vec3(0.05f);
if (materialKind == 6) {
// sun: shines by itself
gl_FragColor = vec4(materialColor, 1.0);
return;
}
// TODO: add noise texture
vec3 color = materialColor;
color = max(vec3(0.0), min(vec3(1.0), color));
vec3 light = lightColor * max(dot(normal, lightDirection), 0.0);
//vec3 light = vec3(0.0);
int i;
for (i=0; i<explLightsNum; i++) {
vec3 explLightColor = vec3(1.0, 0.5, 0.2);
vec3 diff = vertex - explLightsPos[i];
float l = 10.0*length(diff);
float dir = max(0.0, -dot(normal, diff));
float dp = max(0.0, 1.0-l);
float intensity = 10.0;
if (dp == 0.0) {
intensity *= dir;
} else {
intensity *= dp;
}
intensity /= 1.0 + 0.5*l*l;
light += intensity * pow(explLightsIntensities[i], 2.0) * explLightColor;
}
light = max(vec3(0.0), light);
vec3 IDiffuse = vec3(color) * light;
// TODO make instensity/exponent as parameter
//vec3 ISpecular = lightColor * 5.0 * pow(max(dot(Reflected, Eye), 0.0), 2.0);
//vec3 ISpecular = lightColor * pow(max(dot(Reflected, Eye), 0.0), 2.0);
//gl_FragColor = vec4((IAmbient + IDiffuse) + ISpecular, 1.0);
gl_FragColor = vec4((IAmbient + IDiffuse), 1.0);
}