diff options
Diffstat (limited to 'shaders/moon.frag')
-rw-r--r-- | shaders/moon.frag | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/shaders/moon.frag b/shaders/moon.frag new file mode 100644 index 0000000..b72005c --- /dev/null +++ b/shaders/moon.frag @@ -0,0 +1,50 @@ +#version 150 +in vec2 texMapping ; +in vec3 position ; +in vec3 normal ; + +uniform sampler2D texture ; +uniform vec3 lightPos ; +uniform float dX ; +uniform float dY ; + +out vec4 frag_color ; + +vec4 sample(float xc,float yc) { + return texture2D(texture,texMapping + vec2(xc,yc)); +} + + +vec3 calNormChange( vec3 norm, vec3 down, vec3 right ) { + float x00 = length(sample(-dX, dY)) ; + float x01 = length(sample( 0, dY)) ; + float x02 = length(sample( dX, dY)) ; + + float x10 = length(sample(-dX, 0)) ; + float x11 = length(sample( 0, 0)) ; + float x12 = length(sample( dX, 0)) ; + + float x20 = length(sample(-dX,-dY)) ; + float x21 = length(sample( 0,-dY)) ; + float x22 = length(sample( dX,-dY)) ; + + down = ((x11 - x00) + (x11 - x01) + (x11 - x02) - (x11 - x20) - (x11 - x21) - (x11 - x22)) * down ; + right = ((x11 - x00) + (x11 - x10) + (x11 - x20) - (x11 - x02) - (x11 - x12) - (x11 - x22)) * right ; + + return (right + down + norm*3.0) / 5.0 ; +} + +void main() { + vec3 down = vec3( 0, -1, 0 ) ; + vec3 right = normalize(cross( normal, down )) ; + down = normalize(cross( normal, right ) ); + + vec3 newNorm = calNormChange( normal, down, right ) ; + vec3 diff = lightPos - position ; + float intensity = max(dot( normalize(diff), normalize(newNorm) ),0.0) ; + intensity = sqrt(sqrt( intensity )) ; + + vec4 tmpcolor = texture2D(texture, texMapping) * intensity ; + tmpcolor *= pow(length(tmpcolor),4.0-min(length(position)/4.0,4.0)) ; + frag_color = tmpcolor ; +} |