OffsetMappingFp.glsl
资源名称:3dwind2.0.rar [点击查看]
上传用户:xhbjoy
上传日期:2014-10-07
资源大小:38068k
文件大小:2k
源码类别:
游戏引擎
开发平台:
Visual C++
- uniform vec4 lightDiffuse;
- uniform vec4 scaleBias;
- uniform vec4 spotParams;
- uniform vec4 lightDiffuse1;
- uniform vec4 spotParams1;
- uniform sampler2D normalHeightMap;
- uniform sampler2D diffuseMap;
- uniform sampler2D shadowMap1;
- uniform sampler2D shadowMap2;
- varying vec3 tangentEyeDir;
- varying vec3 tangentLightDir[2];
- varying vec3 tangentSpotDir[2];
- varying vec4 shadowUV[2];
- // Expand a range-compressed vector
- vec3 expand(vec3 v)
- {
- return (v - 0.5) * 2.0;
- }
- void main()
- {
- // get the height using the tex coords
- float height = texture2D(normalHeightMap, gl_TexCoord[0].xy).a;
- // scale and bias factors
- float scale = scaleBias.x;
- float bias = scaleBias.y;
- // calculate displacement
- float displacement = (height * scale) + bias;
- //float displacement = (height * 0.04) - 0.02;
- vec3 scaledEyeDir = tangentEyeDir * displacement;
- // calculate the new tex coord to use for normal and diffuse
- vec2 newTexCoord = (scaledEyeDir + gl_TexCoord[0].xyz).xy;
- // get the new normal and diffuse values
- vec3 normal = expand(texture2D(normalHeightMap, newTexCoord).xyz);
- vec4 diffuse = texture2D(diffuseMap, newTexCoord);
- vec4 col1 = diffuse * clamp(dot(normal, tangentLightDir[0]),0.0,1.0) * lightDiffuse;
- // factor in spotlight angle
- float rho = clamp(dot(tangentSpotDir[0], tangentLightDir[0]),0.0,1.0);
- // factor = (rho - cos(outer/2) / cos(inner/2) - cos(outer/2)) ^ falloff
- float spotFactor = pow(
- clamp(rho - spotParams.y,0.0,1.0) / (spotParams.x - spotParams.y), spotParams.z);
- col1 = col1 * spotFactor;
- vec4 col2 = diffuse * clamp(dot(normal, tangentLightDir[1]),0.0,1.0) * lightDiffuse1;
- // factor in spotlight angle
- rho = clamp(dot(tangentSpotDir[1], tangentLightDir[1]),0.0,1.0);
- // factor = (rho - cos(outer/2) / cos(inner/2) - cos(outer/2)) ^ falloff
- spotFactor = pow(
- clamp(rho - spotParams1.y,0.0,1.0) / (spotParams1.x - spotParams1.y), spotParams1.z);
- col2 = col2 * spotFactor;
- // shadow textures
- col1 = col1 * texture2DProj(shadowMap1, shadowUV[0]);
- col2 = col2 * texture2DProj(shadowMap2, shadowUV[1]);
- gl_FragColor = col1 + col2;
- }