mirror of https://github.com/bkaradzic/bgfx
57 lines
1.4 KiB
Scala
57 lines
1.4 KiB
Scala
$input v_pos, v_view, v_normal
|
|
|
|
/*
|
|
* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
|
|
* License: http://www.opensource.org/licenses/BSD-2-Clause
|
|
*/
|
|
|
|
#include "common.sh"
|
|
|
|
uniform float u_time;
|
|
SAMPLERCUBE(u_texCube, 0);
|
|
|
|
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);
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec3 lightDir = vec3(0.0, 0.0, -1.0);
|
|
vec3 normal = normalize(v_normal);
|
|
vec3 view = normalize(v_view);
|
|
vec2 bln = blinn(lightDir, normal, view);
|
|
vec4 lc = lit(bln.x, bln.y, 1.0);
|
|
float fres = fresnel(bln.x, 0.2, 5.0);
|
|
|
|
float index = ( (sin(v_pos.x*3.0+u_time)*0.3+0.7)
|
|
+ ( cos(v_pos.y*3.0+u_time)*0.4+0.6)
|
|
+ ( cos(v_pos.z*3.0+u_time)*0.2+0.8)
|
|
)*M_PI;
|
|
|
|
vec3 color = vec3(sin(index*8.0)*0.4 + 0.6
|
|
, sin(index*4.0)*0.4 + 0.6
|
|
, sin(index*2.0)*0.4 + 0.6
|
|
);
|
|
|
|
color *= textureCube(u_texCube, reflect(view, -normal) ).xyz;
|
|
|
|
gl_FragColor = encodeRGBE8(color.xyz*lc.y + fres*pow(lc.z, 128.0) );
|
|
}
|