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-rw-r--r--shaders/moon.frag50
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 ;
+}