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Diffstat (limited to 'tests/glslparsertest/glsl2/xreal-lighting-d-omni.frag')
-rw-r--r-- | tests/glslparsertest/glsl2/xreal-lighting-d-omni.frag | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/tests/glslparsertest/glsl2/xreal-lighting-d-omni.frag b/tests/glslparsertest/glsl2/xreal-lighting-d-omni.frag new file mode 100644 index 000000000..4380fc086 --- /dev/null +++ b/tests/glslparsertest/glsl2/xreal-lighting-d-omni.frag @@ -0,0 +1,60 @@ +/* +=========================================================================== +Copyright (C) 2006 Robert Beckebans <trebor_7@users.sourceforge.net> + +This file is part of XreaL source code. + +XreaL source code 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; either version 2 of the License, +or (at your option) any later version. + +XreaL source code 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 XreaL source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +uniform sampler2D u_DiffuseMap; +uniform sampler2D u_AttenuationMapXY; +uniform sampler2D u_AttenuationMapZ; +uniform vec3 u_LightOrigin; +uniform vec3 u_LightColor; +uniform float u_LightScale; + +varying vec3 var_Vertex; +varying vec3 var_Normal; +varying vec2 var_TexDiffuse; +varying vec4 var_TexAtten; + +void main() +{ + // compute light direction in tangent space + vec3 L = normalize(u_LightOrigin - var_Vertex); + + // compute normal in tangent space from normalmap + vec3 N = normalize(var_Normal); + + // compute the diffuse term + vec4 diffuse = texture2D(u_DiffuseMap, var_TexDiffuse); + diffuse.rgb *= u_LightColor * clamp(dot(N, L), 0.0, 1.0); + + // compute attenuation +// vec3 attenuationXY = texture2D(u_AttenuationMapXY, var_TexAtten.xy).rgb; + vec3 attenuationXY = texture2DProj(u_AttenuationMapXY, vec3(var_TexAtten.x, var_TexAtten.y, var_TexAtten.w)).rgb; + vec3 attenuationZ = texture2D(u_AttenuationMapZ, vec2(var_TexAtten.z, 0)).rgb; + + // compute final color + vec4 color = diffuse; + color.rgb *= attenuationXY; + color.rgb *= attenuationZ; + color.rgb *= u_LightScale; + + gl_FragColor = color; +} + |