protot/3rdparty/bgfx/examples/common/debugdraw/fs_debugdraw_fill_lit.sc

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2016-08-29 22:31:11 +02:00
$input v_view, v_world
/*
* Copyright 2011-2016 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include <bgfx_shader.sh>
uniform vec4 u_params[4];
#define u_lightDir u_params[0].xyz
#define u_shininess u_params[0].w
#define u_skyColor u_params[1].xyz
#define u_groundColor u_params[2].xyz
#define u_matColor u_params[3]
void main()
{
vec3 normal = normalize(cross(dFdx(v_world), dFdy(v_world) ) );
vec3 viewDir = -normalize(v_view);
float ndotl = dot(normal, u_lightDir);
vec3 diffuse = mix(u_groundColor, u_skyColor, ndotl*0.5 + 0.5) * u_matColor.xyz;
#if 0
vec3 reflected = 2.0*ndotl*normal - u_lightDir;
float rdotv = dot(reflected, viewDir);
float spec = step(0.0, ndotl) * pow(max(0.0, rdotv), u_shininess);
#else
float spec = 0.0;
#endif
gl_FragColor = vec4(diffuse + vec3_splat(spec), u_matColor.w);
}