source: trunk/tests/objload_test/obj.frag @ 521

Last change on this file since 521 was 321, checked in by epyon, 11 years ago
  • updated all tests to new nova
  • cleaned up tests paths
  • general cleanup of tests and test data
File size: 1.5 KB
Line 
1#version 120
2
3uniform sampler2D nv_diffuse;
4uniform sampler2D nv_specular;
5uniform vec4 light_diffuse;
6uniform vec4 light_specular;
7uniform vec3 custom_color_1;
8uniform vec3 custom_color_2;
9
10varying vec2 v_texcoord;
11varying vec3 v_normal;
12varying vec3 v_light_vector;
13varying vec3 v_view_vector;
14 
15void main(void) {
16        vec3 nnormal         = normalize( v_normal );
17        vec3 nlight_vector   = normalize( v_light_vector );
18        vec3 nview_vector    = normalize( v_view_vector );
19        vec3 nreflect_vector = reflect( -nlight_vector, nnormal );
20
21        float specular_value = clamp( dot( nreflect_vector, nview_vector ), 0.0, 1.0 );
22        specular_value       = pow( specular_value, 6.0 );
23        float diffuse_value  = max( dot( nlight_vector, nnormal ), 0.0 );
24
25        vec3 diff_texel      = vec3( texture2D( nv_diffuse, v_texcoord ) );     
26        vec4 spec_texel      = texture2D( nv_specular, v_texcoord );
27       
28        float specular_amount = spec_texel.x;
29        float diffuse_amount  = 1.0 - specular_amount;
30
31        vec3 custom_color     = (custom_color_1 * (1.0-spec_texel.z) + custom_color_2 * (1.0-spec_texel.a))*0.4;
32
33        float final_specular = specular_amount * specular_value;
34        float final_diffuse  = diffuse_amount * diffuse_value;
35
36        vec3 self_ilum_color = spec_texel.y * diff_texel;
37        vec3 diffuse_color   = light_diffuse.xyz * final_diffuse * clamp( diff_texel + custom_color, 0.0, 1.0 );
38        vec3 specular_color  = light_specular.xyz * final_specular;
39
40        gl_FragColor = vec4( max( self_ilum_color, diffuse_color + specular_color), 1.0 );
41}
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