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#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 ;
}
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