alecgl_old/Release/fragment.frag

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2015-04-08 21:35:21 +00:00
#version 330
#define M_PI 3.1415926535897932384626433832795
in vec2 ftextex;
in vec3 vnorm;
in vec3 vpos;
out vec4 cout;
uniform sampler2D texcol;
uniform bool enableFlashlight;
uniform mat4 modelToCam;
uniform vec3 lightPos;
uniform vec4 lightIntensity;
uniform vec4 ambIntensity;
uniform vec3 lookPos;
uniform vec3 lookVector;
uniform vec3 flashLightPos;
uniform vec3 flashLightDir;
uniform vec4 flashLightIntensity;
vec4 getLightIntensity(in float dist) {
return lightIntensity * (1/(1 + .1 * dist));
}
float deg2Rad(float deg) {
return (deg*M_PI)/180;
}
void main(void) {
vec3 vcpos = vec3(modelToCam * vec4(vpos, 1.0));
vec3 fragToLight = lightPos - vcpos;
float uccostheta = dot(vnorm, normalize(fragToLight));
float costheta = clamp(uccostheta, 0, 1);
vec3 fragToFlashlight = vcpos - flashLightPos;
float component = 1-clamp(abs(acos(dot(normalize(fragToFlashlight),normalize(flashLightDir))))/(deg2Rad(10)),0,1);
component = pow(component, 4.0/3.0);
int check = (dot(vnorm,-normalize(fragToFlashlight))>=0)?1:0;
float distFactor = 1/(1+.001*dot(fragToFlashlight,fragToFlashlight));
vec4 tcol = texture(texcol, ftextex);
vec4 coutt = tcol*getLightIntensity(dot(fragToLight,fragToLight))*costheta
+ ((enableFlashlight) ? tcol*flashLightIntensity*component*check*distFactor : vec4(0.0))
+ tcol*ambIntensity;
//cout = vec4(coutt.rgb, tcol.a);
cout = vec4(coutt.r, coutt.g, coutt.b, tcol.a);
//cout = vec4(ftextex.x/8,ftextex.x/8,ftextex.x/8,1.0);
}