mirror of
https://git.rip/DMCA_FUCKER/re3.git
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55 lines
1.5 KiB
GLSL
55 lines
1.5 KiB
GLSL
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uniform vec3 u_eye;
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uniform vec4 u_reflProps;
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uniform vec4 u_specDir[5];
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uniform vec4 u_specColor[5];
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#define fresnel (u_reflProps.x)
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#define lightStrength (u_reflProps.y) // speclight alpha
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#define shininess (u_reflProps.z)
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#define specularity (u_reflProps.w)
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layout(location = 0) in vec3 in_pos;
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layout(location = 1) in vec3 in_normal;
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layout(location = 2) in vec4 in_color;
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layout(location = 3) in vec2 in_tex0;
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out vec4 v_color;
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out vec4 v_reflcolor;
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out vec2 v_tex0;
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out vec2 v_tex1;
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out float v_fog;
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vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)
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{
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return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol;
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}
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void
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main(void)
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{
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vec4 Vertex = u_world * vec4(in_pos, 1.0);
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gl_Position = u_proj * u_view * Vertex;
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vec3 Normal = mat3(u_world) * in_normal;
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vec3 viewVec = normalize(u_eye - Vertex.xyz);
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v_tex0 = in_tex0;
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v_color = in_color;
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v_color.rgb += u_ambLight.rgb*surfAmbient;
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v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength;
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v_color = clamp(v_color, 0.0, 1.0);
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v_color *= u_matColor;
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// reflect V along Normal
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vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;
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v_tex1 = uv2.xy*0.5 + 0.5;
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float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);
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v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);
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v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;
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for(int i = 0; i < 5; i++)
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v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;
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v_fog = DoFog(gl_Position.w);
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}
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