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-rw-r--r--ground.frag125
1 files changed, 125 insertions, 0 deletions
diff --git a/ground.frag b/ground.frag
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--- /dev/null
+++ b/ground.frag
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+void main()
+{
+ gl_FragColor = vec4(1,0,0,0);
+}
+
+#if 0
+varying vec3 light_surf;
+varying vec3 eye_surf;
+varying vec3 tangent_surf;
+varying vec2 texcoord;
+uniform sampler2D normal_sampler;
+uniform sampler2D heightmap_sampler;
+uniform float F0, ni;
+
+float schlick_fresnel(float n_dot_l)
+{
+ return F0 + (1 - F0) * pow(1 - n_dot_l, 5);
+}
+
+/* This returns garbage compared to Schlick. */
+float fresnel(float v_dot_h)
+{
+ float c = v_dot_h; /* cos theta, v . h or l . h */
+ float g = sqrt(ni * ni + c * c - 1);
+ float gmc = g - c;
+ float gpc = g + c;
+ float c_gpc_m_1_squared = (c * gpc - 1) * (c * gpc - 1);
+ float c_gmc_p_1_squared = (c * gmc + 1) * (c * gmc + 1);
+
+ return gmc*gmc / (2 * gpc*gpc) * (1 + c_gmc_p_1_squared /
+ c_gpc_m_1_squared);
+}
+
+void main()
+{
+ const vec4 material_color = vec4(0.7, 0.5, 0.3, 0.0);
+ vec3 l = normalize(light_surf);
+ vec3 v = normalize(eye_surf);
+ vec3 h = normalize(l + v);
+ vec3 t = normalize(tangent_surf);
+ vec3 n = texture2D(normal_sampler, texcoord).xyz * 2 - 1;
+ /* Hack: Reduce the significance of our normal map, which otherwise
+ * looks incongruous with the straight edges.
+ */
+ n = normalize(n + vec3(0,0,1));
+ float n_dot_l = dot(n, l);
+ float n_dot_v = dot(n, v);
+ float n_dot_h = dot(n, h);
+ float v_dot_h = dot(v, h);
+ float s = .7;
+ float d = 1 - s;
+ float Ii = 0.9; /*intensity of incoming light */
+ float Iia = .1 * Ii; /*intensity of ambient light */
+
+ float cos2_alpha = n_dot_h * n_dot_h;
+ float tan2_alpha = (1 - cos2_alpha) / cos2_alpha;
+ float Rs;
+ float D;
+
+ /* Aniso BRDF from Ward's "Measuring and Modeling
+ * Anisotropic Reflection".
+ */
+
+ /* brushed metal */
+ float ward_n = .037;
+ float ward_m = .063;
+
+ /* Make phi be the angle between the projections of
+ * the tangent and half-angle vectors onto the
+ * surface plane (z=0). Doing it right would involve
+ * projecting onto the plane defined by n.
+ */
+ float cos_phi = dot(normalize(t.xy), normalize(h.xy));
+
+ float cos2_phi_over_m2 = ((cos_phi * cos_phi) / (ward_m * ward_m));
+ float sin2_phi_over_n2 = ((1 - cos_phi * cos_phi) / (ward_n * ward_n));
+#if 1
+ D = exp(-tan2_alpha * (cos2_phi_over_m2 + sin2_phi_over_n2));
+#else
+ /* Ward's "computationally convenient" equation.
+ * Doesn't work.
+ */
+ D = exp(-2 * (cos2_phi_over_m2 +
+ sin2_phi_over_n2) /
+ (1 + n_dot_h));
+#endif
+ Rs = 2 * schlick_fresnel(n_dot_l) * D /
+ sqrt(n_dot_l * n_dot_v) / (ward_m * ward_n);
+
+ Rs *= step(0, n_dot_l);
+ Rs *= step(0, n_dot_v);
+
+ float Rd = (1 - F0) * 2;
+ /* Ambient occlusion factor -- sample the height map we
+ * used to generate the normal map, and reduce intensity in
+ * the valleys.
+ */
+ float heightmap = texture2D(heightmap_sampler, texcoord).x;
+ float Ra = Rd * (.8 + .2 * heightmap);
+
+ gl_FragColor = n_dot_l * step(0, n_dot_l) *
+ vec4(material_color.xyz *
+ (Rd * d + Rs * s),
+ material_color.w) +
+ Iia * Ra * material_color.xyzw;
+
+ /* Debugging scalars -- Map [0,1] to [0.5,1] to catch negative
+ * values. Multiply by the step function to catch when
+ * the scalar won't come into play because Rs == 0.
+ */
+#if 0
+ gl_FragColor = vec4(vec3(F0 / 2 + .5), 1);
+#endif
+/* Normal visualization */
+/*
+vec3 temp = vec3((normal.x + 1) / 2,
+ (normal.y + 1) / 2,
+ (normal.z + 1) / 2);
+gl_FragColor = vec4(temp.xyz, 0);
+*/
+/*
+ gl_FragColor = texture2D(normal_sampler, texcoord);
+*/
+}
+#endif \ No newline at end of file