worldspawn/resources/gl/lighting_DBS_XY_Z_arbfp1.cg

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/// ============================================================================
/*
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
Please see the file "AUTHORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
#include "utils.cg"
struct cg_vertex2fragment
{
float4 position : TEXCOORD0;
float4 tex_diffuse_bump : TEXCOORD1;
float4 tex_specular : TEXCOORD2;
float4 tex_atten_xy_z : TEXCOORD3;
float3 tangent : TEXCOORD4;
float3 binormal : TEXCOORD5;
float3 normal : TEXCOORD6;
};
struct cg_fragment2final
{
float4 color : COLOR;
};
cg_fragment2final main(cg_vertex2fragment IN,
uniform sampler2D diffusemap,
uniform sampler2D bumpmap,
uniform sampler2D specularmap,
uniform sampler2D attenuationmap_xy,
uniform sampler2D attenuationmap_z,
uniform float3 view_origin,
uniform float3 light_origin,
uniform float3 light_color,
uniform float bump_scale,
uniform float specular_exponent)
{
cg_fragment2final OUT;
// construct object-space-to-tangent-space 3x3 matrix
float3x3 rotation = float3x3(IN.tangent, IN.binormal, IN.normal);
// compute view direction in tangent space
float3 V = normalize(mul(rotation, view_origin - IN.position.xyz));
// compute light direction in tangent space
float3 L = normalize(mul(rotation, (light_origin - IN.position.xyz)));
// compute half angle in tangent space
float3 H = normalize(L + V);
// compute normal in tangent space from bumpmap
float3 T = CG_Expand(tex2D(bumpmap, IN.tex_diffuse_bump.zw).xyz);
T.z *= bump_scale;
float3 N = normalize(T);
// compute the diffuse term
float4 diffuse = tex2D(diffusemap, IN.tex_diffuse_bump.xy);
diffuse.rgb *= light_color * saturate(dot(N, L));
// compute the specular term
float3 specular = tex2D(specularmap, IN.tex_specular.xy).rgb * light_color * pow(saturate(dot(N, H)), specular_exponent);
// compute attenuation
float3 attenuation_xy = tex2Dproj(attenuationmap_xy, float3(IN.tex_atten_xy_z.x, IN.tex_atten_xy_z.y, IN.tex_atten_xy_z.w)).rgb;
float3 attenuation_z = tex2D(attenuationmap_z, float2(IN.tex_atten_xy_z.z, 0)).rgb;
// compute final color
OUT.color.rgba = diffuse;
OUT.color.rgb += specular;
OUT.color.rgb *= attenuation_xy;
OUT.color.rgb *= attenuation_z;
return OUT;
}