| 1 | uniform vec4 lightDiffuse; | 
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| 2 | uniform vec4 scaleBias; | 
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| 3 | uniform vec4 spotParams; | 
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| 4 | uniform vec4 lightDiffuse1; | 
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| 5 | uniform vec4 spotParams1; | 
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| 6 |  | 
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| 7 | uniform sampler2D normalHeightMap; | 
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| 8 | uniform sampler2D diffuseMap; | 
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| 9 | uniform sampler2D shadowMap1; | 
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| 10 | uniform sampler2D shadowMap2; | 
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| 11 |  | 
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| 12 |  | 
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| 13 |  | 
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| 14 | varying vec3 tangentEyeDir; | 
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| 15 | varying vec3 tangentLightDir[2]; | 
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| 16 | varying vec3 tangentSpotDir[2]; | 
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| 17 | varying vec4 shadowUV[2]; | 
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| 18 |  | 
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| 19 |  | 
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| 20 | // Expand a range-compressed vector | 
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| 21 | vec3 expand(vec3 v) | 
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| 22 | { | 
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| 23 |         return (v - 0.5) * 2.0; | 
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| 24 | } | 
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| 25 |  | 
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| 26 |  | 
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| 27 | void main() | 
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| 28 | { | 
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| 29 |         // get the height using the tex coords | 
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| 30 |         float height = texture2D(normalHeightMap, gl_TexCoord[0].xy).a; | 
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| 31 |         // scale and bias factors        | 
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| 32 |         float scale = scaleBias.x; | 
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| 33 |         float bias = scaleBias.y; | 
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| 34 |  | 
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| 35 |         // calculate displacement        | 
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| 36 |         float displacement = (height * scale) + bias; | 
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| 37 |         //float displacement = (height * 0.04) - 0.02; | 
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| 38 |          | 
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| 39 |         vec3 scaledEyeDir = tangentEyeDir * displacement; | 
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| 40 |          | 
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| 41 |         // calculate the new tex coord to use for normal and diffuse | 
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| 42 |         vec2 newTexCoord = (scaledEyeDir + gl_TexCoord[0].xyz).xy; | 
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| 43 |          | 
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| 44 |         // get the new normal and diffuse values | 
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| 45 |         vec3 normal = expand(texture2D(normalHeightMap, newTexCoord).xyz); | 
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| 46 |         vec4 diffuse = texture2D(diffuseMap, newTexCoord); | 
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| 47 |          | 
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| 48 |         vec4 col1 = diffuse * clamp(dot(normal, tangentLightDir[0]),0.0,1.0) * lightDiffuse; | 
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| 49 |         // factor in spotlight angle | 
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| 50 |         float rho = clamp(dot(tangentSpotDir[0], tangentLightDir[0]),0.0,1.0); | 
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| 51 |         // factor = (rho - cos(outer/2) / cos(inner/2) - cos(outer/2)) ^ falloff | 
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| 52 |         float spotFactor = pow( | 
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| 53 |                 clamp(rho - spotParams.y,0.0,1.0) / (spotParams.x - spotParams.y), spotParams.z); | 
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| 54 |         col1 = col1 * spotFactor; | 
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| 55 |         vec4 col2 = diffuse * clamp(dot(normal, tangentLightDir[1]),0.0,1.0) * lightDiffuse1; | 
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| 56 |         // factor in spotlight angle | 
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| 57 |         rho = clamp(dot(tangentSpotDir[1], tangentLightDir[1]),0.0,1.0); | 
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| 58 |         // factor = (rho - cos(outer/2) / cos(inner/2) - cos(outer/2)) ^ falloff | 
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| 59 |         spotFactor = pow( | 
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| 60 |                 clamp(rho - spotParams1.y,0.0,1.0) / (spotParams1.x - spotParams1.y), spotParams1.z); | 
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| 61 |         col2 = col2 * spotFactor; | 
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| 62 |  | 
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| 63 |         // shadow textures | 
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| 64 |         col1 = col1 * texture2DProj(shadowMap1, shadowUV[0]); | 
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| 65 |         col2 = col2 * texture2DProj(shadowMap2, shadowUV[1]); | 
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| 66 |  | 
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| 67 |         gl_FragColor = col1 + col2; | 
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| 68 |  | 
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| 69 | } | 
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