diff options
Diffstat (limited to 'shaders/anholt/glass.frag')
-rw-r--r-- | shaders/anholt/glass.frag | 113 |
1 files changed, 113 insertions, 0 deletions
diff --git a/shaders/anholt/glass.frag b/shaders/anholt/glass.frag new file mode 100644 index 0000000..88c29b8 --- /dev/null +++ b/shaders/anholt/glass.frag @@ -0,0 +1,113 @@ +#version 120 + +#define I965_HACK 1 + +varying vec3 light_surf; +varying vec3 eye_surf; +varying vec3 tangent_surf; +varying vec4 shadow_coords; +varying vec2 texcoord; +uniform sampler2D normal_sampler; +uniform sampler2D heightmap_sampler; +uniform sampler2DShadow shadow_sampler; +uniform float F0, ni, ward_mm_inv, ward_mn_inv, ward_nn_inv; + +float schlick_fresnel(float n_dot_l) +{ + return F0 + (1 - F0) * pow(1 - n_dot_l, 5); +} + +void main() +{ + float shadow = shadow2DProj(shadow_sampler, shadow_coords).x; + const vec4 material_color = vec4(0.7, 0.5, 0.3, 0.0); + vec4 color; + float s = .7; + float d = 1 - s; + float Ii = 0.9; /*intensity of incoming light */ + float Iia = .1 * Ii; /*intensity of ambient light */ + + float Rs = 0; + float D; + + float Rd = (1 - F0) * 2; + + /* Calculate ambient lighting. */ + + /* 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); + color = material_color * Iia * Ra; + + /* Calculate specular and diffuse lighting */ +#if !I965_HACK + if (shadow > 0) { +#endif + 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 cos2_alpha = n_dot_h * n_dot_h; + float tan2_alpha = (1 - cos2_alpha) / cos2_alpha; + + /* Aniso BRDF from Ward's "Measuring and Modeling + * Anisotropic Reflection". + */ + + /* 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_mm_inv; + float sin2_phi_over_n2 = (1 - cos_phi * cos_phi) * ward_nn_inv; + D = exp(-tan2_alpha * (cos2_phi_over_m2 + sin2_phi_over_n2)); + Rs = 2 * schlick_fresnel(n_dot_l) * D * + inversesqrt(n_dot_l * n_dot_v) * ward_mn_inv; + Rs *= s; + + color += max(0, n_dot_l) * step(0, n_dot_v) * + vec4(material_color.xyz * + ((Rd * d + Rs) * Ii * shadow), + material_color.w); +#if !I965_HACK + } +#endif + + gl_FragColor = color; + + /* 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 + /* Constant visualization */ + gl_FragColor = vec4(vec3(F0 / 2 + .5), 1); +#endif +#if 0 + /* Normal visualization */ + gl_FragColor = vec4((normal.x + 1) / 2, + (normal.y + 1) / 2, + (normal.z + 1) / 2, + 0); +#endif +#if 0 + /* Sampler visualization */ + gl_FragColor = texture2D(normal_sampler, texcoord); +#endif +} |