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-rw-r--r--shaders/basic.frag83
1 files changed, 83 insertions, 0 deletions
diff --git a/shaders/basic.frag b/shaders/basic.frag
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+++ b/shaders/basic.frag
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+#version 150
+#extension GL_ARB_explicit_attrib_location : enable
+#extension GL_ARB_explicit_uniform_location : enable
+
+layout(location = 0) out vec4 frag_color ;
+layout(location = 6) uniform vec4 lightPos ;
+
+layout(location = 8) uniform vec4 globalAmbient ;
+uniform float dX ;
+uniform float dY ;
+
+uniform mat4 mvMatrix ;
+uniform mat4 pjMatrix ;
+
+in vec3 normal ;
+
+uniform sampler2D textures[8] ;
+
+in float texture_blend[8] ;
+in vec2 texcoord ;
+in vec4 position ;
+
+vec3 sample(float xc,float yc) {
+ vec3 color = vec3(0);
+ for ( int i = 0 ; i < 8 ; ++ i ) {
+ vec4 tmp = texture2D(textures[i], texcoord + vec2(xc,yc)) ;
+ color += vec3(tmp) * texture_blend[i] ;
+ }
+ return color ;
+}
+
+vec3 sample2(int tex, float xc,float yc) {
+ vec3 color = vec3(0);
+ vec4 tmp = texture2D(textures[tex], texcoord + vec2(xc,yc)) ;
+ color += vec3(tmp) ;
+ return color ;
+}
+
+int dominentTexture() {
+ float m = 0.0 ;
+ int ret = 0;
+ for( int i = 0 ; i < 8 ; ++ i ) {
+ if( texture_blend [i] > m ) {
+ m = texture_blend[i] ;
+ ret = i ;
+ }
+ }
+ return ret ;
+}
+
+vec3 calNormChange( vec3 norm, vec3 down, vec3 right ) {
+ int dom = dominentTexture() ;
+ float x00 = length(sample2(dom,-dX, dY));
+ float x01 = length(sample2(dom, 0, dY));
+ float x02 = length(sample2(dom, dX, dY));
+
+ float x10 = length(sample2(dom,-dX, 0));
+ float x11 = length(sample2(dom, 0, 0));
+ float x12 = length(sample2(dom, dX, 0));
+
+ float x20 = length(sample2(dom,-dX,-dY));
+ float x21 = length(sample2(dom, 0,-dY));
+ float x22 = length(sample2(dom, 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 (norm + down + right) / 3.0 ;
+}
+
+void main() {
+ vec3 down = vec3( 0.0, -1.0, 0.0 ) ;
+ vec3 right = normalize(cross( normal, down )) ;
+ down = normalize(cross( normal, right ) );
+ vec3 newNorm = calNormChange(normal,down,right) ;
+
+ vec3 color = sample(0,0) ;
+
+ float prod = dot( normalize(-newNorm), normalize(vec3(lightPos - position)));
+ vec3 intensity = vec3(prod,prod,max(prod,0.4)) ;
+
+ frag_color = vec4(color * intensity,1) * vec4(normalize(globalAmbient.xyz),1.0);
+}