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authortaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-08-06 11:57:49 +0000
committertaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-08-06 11:57:49 +0000
commit51e2e4ef2277f6518f9cf7a46c89b068034788d2 (patch)
tree44377c88b3ae3ff690c44ddca10f243306671cff
parent74b8dae4b4d403570373dced50df8b741846ca21 (diff)
Drop back to Blinn-Phong specular lighting
git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@213 84d2e878-0bd5-11dd-ad15-13eda11d74c5
-rw-r--r--data/shaders/lighting.frag18
-rw-r--r--data/shaders/lighting.vert13
2 files changed, 14 insertions, 17 deletions
diff --git a/data/shaders/lighting.frag b/data/shaders/lighting.frag
index a9febe4..d4cb035 100644
--- a/data/shaders/lighting.frag
+++ b/data/shaders/lighting.frag
@@ -9,18 +9,17 @@
*
*/
-varying vec3 pos;
varying vec3 normal;
+varying vec3 col_ambi_diff;
+varying vec3 col_emit;
varying vec3 light0vc;
+varying vec3 light0half;
varying float light0dist;
varying vec3 light1vc;
varying vec3 light2vc;
-varying vec3 col_ambi_diff;
-varying vec3 col_emit;
-
uniform sampler2D texture;
uniform sampler2D normalmap;
@@ -63,7 +62,6 @@ void main() {
/* Light 0: Lander craft's spotlight */
float falloff, spot;
float diff_fac, spec_fac;
- vec3 E, R;
falloff = 1/ ( gl_LightSource[0].constantAttenuation
+ gl_LightSource[0].linearAttenuation * light0dist
@@ -75,14 +73,12 @@ void main() {
diff_fac = max(0.0, dot(norm, normalize(light0vc)));
diff += col_ambi_diff * gl_LightSource[0].diffuse.rgb * spot * falloff * diff_fac;
- E = normalize(-pos);
- R = normalize(-reflect(light0vc, norm));
- spec_fac = pow(max(0.0, dot(R, E)), 80.0);
- spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * spot * falloff * spec_fac;
+ //spec_fac = pow(max(0.0, dot(normalize(light0half), norm)), 80.0);
+ //spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * spot * falloff * spec_fac;
/* Light 1: Background glow */
- diff += col_ambi_diff * gl_LightSource[1].diffuse.rgb * max(0.0, dot(vec3(light1vc), norm));
-
+ diff += col_ambi_diff * gl_LightSource[1].diffuse.rgb * max(0.0, dot(light1vc, norm));
+
}
if ( texture_enabled ) {
diff --git a/data/shaders/lighting.vert b/data/shaders/lighting.vert
index 0178530..99e9b37 100644
--- a/data/shaders/lighting.vert
+++ b/data/shaders/lighting.vert
@@ -9,20 +9,19 @@
*
*/
-varying vec3 pos;
varying vec3 normal;
+varying vec3 col_ambi_diff;
+varying vec3 col_emit;
varying vec3 light0vc;
+varying vec3 light0half;
varying float light0dist;
varying vec3 light1vc;
varying vec3 light2vc;
-varying vec3 col_ambi_diff;
-varying vec3 col_emit;
-
vec3 v4conv3(vec4 a) {
- vec4 div = a/a.w;
+ vec4 div = a/(a.w);
return div.xyz;
}
@@ -30,15 +29,17 @@ void main() {
vec4 vert;
vec3 vert_to_light;
+ vec3 vert_to_eye;
vert = gl_ModelViewMatrix * gl_Vertex;
- pos = v4conv3(vert);
normal = gl_NormalMatrix * gl_Normal;
/* Spotlight - positional light */
vert_to_light = v4conv3(gl_LightSource[0].position - vert);
light0dist = length(vert_to_light);
light0vc = normalize(vert_to_light);
+ vert_to_eye = v4conv3(-vert);
+ light0half = normalize(vert_to_eye + vert_to_light);
/* Diffuse "background glow" - this can be normalised only once, here, since 'position'
* is really 'direction' and is the same for all vertices. */