bgfx/examples/06-bump/fs_bump.sc

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$input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0
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/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
SAMPLER2D(u_texColor, 0);
SAMPLER2D(u_texNormal, 1);
uniform vec4 u_lightPosRadius[4];
uniform vec4 u_lightRgbInnerR[4];
vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
{
float ndotl = dot(_normal, _lightDir);
vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
float rdotv = dot(reflected, _viewDir);
return vec2(ndotl, rdotv);
}
float fresnel(float _ndotl, float _bias, float _pow)
{
float facing = (1.0 - _ndotl);
return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0);
}
vec4 lit(float _ndotl, float _rdotv, float _m)
{
float diff = max(0.0, _ndotl);
float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m);
return vec4(1.0, diff, spec, 1.0);
}
vec4 powRgba(vec4 _rgba, float _pow)
{
vec4 result;
result.xyz = pow(_rgba.xyz, vec3_splat(_pow) );
result.w = _rgba.w;
return result;
}
vec4 toLinear(vec4 _rgba)
{
return powRgba(_rgba, 2.2);
}
vec4 toGamma(vec4 _rgba)
{
return powRgba(_rgba, 1.0/2.2);
}
vec3 calcLight(int _idx, mat3 _tbn, vec3 _wpos, vec3 _normal, vec3 _view)
{
vec3 lp = u_lightPosRadius[_idx].xyz - _wpos;
float attn = 1.0 - smoothstep(u_lightRgbInnerR[_idx].w, 1.0, length(lp) / u_lightPosRadius[_idx].w);
vec3 lightDir = mul(_tbn, normalize(lp) );
vec2 bln = blinn(lightDir, _normal, _view);
vec4 lc = lit(bln.x, bln.y, 1.0);
vec3 rgb = u_lightRgbInnerR[_idx].xyz*max(0.0, saturate(lc.y) ) * attn;
return rgb;
}
void main()
{
mat3 tbn = mat3(
normalize(v_tangent),
normalize(v_bitangent),
normalize(v_normal)
);
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vec3 normal = texture2D(u_texNormal, v_texcoord0).xy * 2.0 - 1.0;
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy) );
vec3 view = -normalize(v_view);
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vec3 lightColor;
lightColor = calcLight(0, tbn, v_wpos, normal, view);
lightColor += calcLight(1, tbn, v_wpos, normal, view);
lightColor += calcLight(2, tbn, v_wpos, normal, view);
lightColor += calcLight(3, tbn, v_wpos, normal, view);
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vec4 color = toLinear(texture2D(u_texColor, v_texcoord0) );
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gl_FragColor.xyz = max(vec3_splat(0.05), lightColor.xyz)*color.xyz;
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gl_FragColor.w = 1.0;
gl_FragColor = toGamma(gl_FragColor);
}