#if FLAG_DEFERRED #error Deferred Shading is not supported by compatibility shaders #endif #define LIGHT_DIRECTIONAL 0 #define LIGHT_POINT 1 #define LIGHT_SPOT 2 /********************Entrant********************/ varying mat3 vLightToWorld; varying vec3 vNormal; varying vec2 vTexCoord; varying vec3 vWorldPos; varying vec4 vColor; /********************Uniformes********************/ struct Light { int type; vec4 color; vec2 factors; vec4 parameters1; vec4 parameters2; vec2 parameters3; }; // Lumières uniform Light Lights[3]; // Matériau uniform sampler2D MaterialAlphaMap; uniform float MaterialAlphaThreshold; uniform vec4 MaterialAmbient; uniform vec4 MaterialDiffuse; uniform sampler2D MaterialDiffuseMap; uniform sampler2D MaterialEmissiveMap; uniform sampler2D MaterialNormalMap; uniform float MaterialShininess; uniform vec4 MaterialSpecular; uniform sampler2D MaterialSpecularMap; // Autres uniform vec3 EyePosition; uniform vec4 SceneAmbient; /********************Fonctions********************/ void main() { vec4 diffuseColor = MaterialDiffuse * vColor; #if AUTO_TEXCOORDS vec2 texCoord = gl_FragCoord.xy * InvTargetSize; #else vec2 texCoord = vTexCoord; #endif #if DIFFUSE_MAPPING diffuseColor *= texture(MaterialDiffuseMap, texCoord); #endif #if ALPHA_MAPPING diffuseColor.a *= texture(MaterialAlphaMap, texCoord).r; #endif #if ALPHA_TEST if (diffuseColor.a < MaterialAlphaThreshold) discard; #endif #if LIGHTING vec3 lightAmbient = vec3(0.0); vec3 lightDiffuse = vec3(0.0); vec3 lightSpecular = vec3(0.0); #if NORMAL_MAPPING vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture(MaterialNormalMap, texCoord)) - 1.0)); #else vec3 normal = normalize(vNormal); #endif if (MaterialShininess > 0.0) { vec3 eyeVec = normalize(EyePosition - vWorldPos); for (int i = 0; i < 3; ++i) { if (Lights[i].type == LIGHT_DIRECTIONAL) { vec3 lightDir = -Lights[i].parameters1.xyz; // Ambient lightAmbient += Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb); // Diffuse float lambert = max(dot(normal, lightDir), 0.0); lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y; // Specular vec3 reflection = reflect(-lightDir, normal); float specularFactor = max(dot(reflection, eyeVec), 0.0); specularFactor = pow(specularFactor, MaterialShininess); lightSpecular += specularFactor * Lights[i].color.rgb; } else if (Lights[i].type == LIGHT_POINT) { vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos; float lightDirLength = length(lightDir); lightDir /= lightDirLength; // Normalisation float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0); // Ambient lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb); // Diffuse float lambert = max(dot(normal, lightDir), 0.0); lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y; // Specular vec3 reflection = reflect(-lightDir, normal); float specularFactor = max(dot(reflection, eyeVec), 0.0); specularFactor = pow(specularFactor, MaterialShininess); lightSpecular += att * specularFactor * Lights[i].color.rgb; } else if (Lights[i].type == LIGHT_SPOT) { vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos; float lightDirLength = length(lightDir); lightDir /= lightDirLength; // Normalisation float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0); // Ambient lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb); // Diffuse float lambert = max(dot(normal, lightDir), 0.0); // Modification de l'atténuation pour gérer le spot float curAngle = dot(Lights[i].parameters2.xyz, -lightDir); float outerAngle = Lights[i].parameters3.y; float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle; att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0); lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y; // Specular vec3 reflection = reflect(-lightDir, normal); float specularFactor = max(dot(reflection, eyeVec), 0.0); specularFactor = pow(specularFactor, MaterialShininess); lightSpecular += att * specularFactor * Lights[i].color.rgb; } } } else { for (int i = 0; i < 3; ++i) { if (Lights[i].type == LIGHT_DIRECTIONAL) { vec3 lightDir = -Lights[i].parameters1.xyz; // Ambient lightAmbient += Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb); // Diffuse float lambert = max(dot(normal, lightDir), 0.0); lightDiffuse += lambert * Lights[i].color.rgb * Lights[i].factors.y; } else if (Lights[i].type == LIGHT_POINT) { vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos; float lightDirLength = length(lightDir); lightDir /= lightDirLength; // Normalisation float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0); // Ambient lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb); // Diffuse float lambert = max(dot(normal, lightDir), 0.0); lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y; } else if (Lights[i].type == LIGHT_SPOT) { vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos; float lightDirLength = length(lightDir); lightDir /= lightDirLength; // Normalisation float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0); // Ambient lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x * (MaterialAmbient.rgb + SceneAmbient.rgb); // Diffuse float lambert = max(dot(normal, lightDir), 0.0); // Modification de l'atténuation pour gérer le spot float curAngle = dot(Lights[i].parameters2.xyz, -lightDir); float outerAngle = Lights[i].parameters3.y; float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle; att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0); lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y; } } } lightSpecular *= MaterialSpecular.rgb; #if SPECULAR_MAPPING lightSpecular *= texture(MaterialSpecularMap, texCoord).rgb; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens #endif vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular); vec4 fragmentColor = vec4(lightColor, 1.0) * diffuseColor; #if EMISSIVE_MAPPING float lightIntensity = dot(lightColor, vec3(0.3, 0.59, 0.11)); vec3 emissionColor = MaterialDiffuse.rgb * texture(MaterialEmissiveMap, texCoord).rgb; RenderTarget0 = vec4(mix(fragmentColor.rgb, emissionColor, clamp(1.0 - 3.0*lightIntensity, 0.0, 1.0)), fragmentColor.a); #else RenderTarget0 = fragmentColor; #endif // EMISSIVE_MAPPING #else RenderTarget0 = diffuseColor; #endif // LIGHTING }