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// -*- mode: c -*-
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct Light {
bool enabled;
int type;
vec3 position;
vec3 direction;
vec4 color;
float intensity;
float cutOff;
};
#define MAX_LIGHTS 4
#ifdef GLSL120
varying vec3 fragWorldPos;
varying vec3 fragNorm;
varying vec2 fragTex;
#else
in vec3 fragWorldPos;
in vec3 fragNorm;
in vec2 fragTex;
#endif
#ifdef GLSL330
out vec4 fragColor;
#endif
uniform samplerCube skybox;
uniform sampler2D ambientMap;
uniform sampler2D diffuseMap;
uniform sampler2D specularMap;
uniform sampler2D normalMap;
uniform Material material;
uniform Light lights[MAX_LIGHTS];
uniform vec3 cameraPosition;
const float GAMMA = 2.2;
#ifndef GLSL330
// Compatibility shim for older GLSL versions.
vec2 texture(sampler2D tex, vec2 coord) {
return texture2D(tex, coord);
}
#endif
vec3 gammaCorrect(vec3 color) {
return pow(color, vec3(1.0 / GAMMA));
}
vec3 toneMap(vec3 color) {
return color / (color + vec3(1.0));
}
vec3 lightDirection(Light light) {
if(light.type == 0 || light.type == 2) { // point and spot lights
return normalize(light.position - fragWorldPos);
} else if(light.type == 1) { // directional light
return normalize(-light.direction);
}
return vec3(0.0); // should never be reached.
}
vec3 lightAttenuate(Light light) {
float distance = length(light.position - fragWorldPos);
float attenuation = 1.0 / (distance * distance);
return light.color.rgb * light.intensity * attenuation;
}
vec3 lightRadiance(Light light, vec3 direction) {
if(light.type == 0) { // point light
return lightAttenuate(light);
} else if(light.type == 1) { // directional light
return light.color.rgb * light.intensity;
} else if(light.type == 2) { // spot light
float theta = dot(direction, normalize(-light.direction));
// Spot lights only shine light in a specific conical area.
// They have no effect outside of that area.
if(theta > light.cutOff) {
// Feather out the light as it approaches the edge of its cone.
float intensity = (theta - light.cutOff) / (1.0 - light.cutOff);
return lightAttenuate(light) * intensity;
} else {
return vec3(0.0);
}
}
return vec3(0.0); // should never be reached.
}
vec3 materialAmbient() {
return texture(ambientMap, fragTex).rgb * material.ambient;
}
vec3 materialDiffuse() {
vec4 color = texture(diffuseMap, fragTex);
// discard transparent fragments.
if(color.a == 0.0) {
discard;
}
return color.rgb * material.diffuse;
}
vec3 materialSpecular() {
return texture(specularMap, fragTex).rgb * material.specular;
}
vec3 materialNormal() {
// Compute tangent space using fragment data rather than relying
// on tangent attributes. See:
// http://www.thetenthplanet.de/archives/1180
vec3 tangentNormal = normalize(texture(normalMap, fragTex).xyz * 2.0 - 1.0);
vec3 q1 = dFdx(fragWorldPos);
vec3 q2 = dFdy(fragWorldPos);
vec2 st1 = dFdx(fragTex);
vec2 st2 = dFdy(fragTex);
vec3 N = normalize(fragNorm);
vec3 T = normalize(q1 * st2.t - q2 * st1.t);
vec3 B = -normalize(cross(N, T));
mat3 TBN = mat3(T, B, N);
return normalize(TBN * tangentNormal);
}
void main() {
vec3 viewDir = normalize(cameraPosition - fragWorldPos);
vec3 ambientOcclusion = materialAmbient();
vec3 diffuseColor = materialDiffuse();
vec3 specularColor = materialSpecular();
vec3 normal = materialNormal();
vec3 reflection = reflect(-viewDir, normal);
vec3 color = vec3(0.0);
// Apply direct lighting.
for(int i = 0; i < MAX_LIGHTS; ++i) {
Light light = lights[i];
if(!light.enabled) {
continue;
}
vec3 lightDir = lightDirection(light);
vec3 halfVector = normalize(lightDir + viewDir);
vec3 radiance = lightRadiance(light, lightDir);
float lambert = clamp(dot(normal, lightDir), 0.0, 1.0);
vec3 diffuseLight = radiance * lambert;
float specularFactor = clamp(dot(halfVector, normal), 0.0, 1.0) * float(lambert > 0.0);
vec3 specularLight = radiance * pow(specularFactor, material.shininess);
color += diffuseLight * diffuseColor + specularLight * specularColor;
}
// Apply image based ambient lighting.
float fresnel = pow(1.0 - clamp(dot(viewDir, normal), 0.0, 1.0), 5);
float roughness = 1.0 - (material.shininess / 1000.0);
vec3 ambientDiffuse = textureCube(skybox, normal).rgb * diffuseColor;
vec3 ambientSpecular = textureLod(skybox, reflection, roughness * 7.0).rgb * fresnel;
vec3 ambientColor = (ambientDiffuse + ambientSpecular) * ambientOcclusion;
color += ambientColor;
// Apply gamma correction and HDR tone mapping to get the final
// color.
vec4 finalColor = vec4(toneMap(gammaCorrect(color)), 1.0);
#ifdef GLSL330
fragColor = finalColor;
#else
gl_FragColor = finalColor;
#endif
}
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