51 lines
1.4 KiB
GLSL
51 lines
1.4 KiB
GLSL
#version 410 core
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uniform sampler2D textureSampler;
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uniform sampler2D normalSampler;
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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in vec3 interpNormal;
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in vec2 interpTexCoord;
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in vec3 fragPos;
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in vec3 viewDirTS;
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in vec3 lightDirTS;
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float near = 0.25f;
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float far = 100.0f;
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float linearizeDepth(float depth)
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{
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return (2.0 * near * far) / (far + near - (depth * 2.0 - 1.0) * (far - near));
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}
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float logisticDepth(float depth, float steepness, float offset);
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float logisticDepth(float depth, float steepness, float offset)
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{
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float zVal = linearizeDepth(depth);
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return (1 / (1 + exp(-steepness * (zVal - offset))));
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}
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void main()
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{
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float depth = logisticDepth(gl_FragCoord.z, 0.5f, 5.0f);
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vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami'
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vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb;
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vec3 lightDir = normalize(lightDirTS);
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vec3 V = normalize(viewDirTS);
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vec3 normal = normalize(vec3(texture2D(normalSampler, modifiedTexCoord)) * 2 - 1);
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vec3 R = reflect(-normalize(lightDir),normal);
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float specular = pow(max(0,dot(R,V)),100);
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float diffuse = max(0,dot(normal,normalize(lightDir)));
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gl_FragColor = vec4(mix(color,color*diffuse+vec3(1)*specular,0.9), 1.0) * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 35.0f/255.0f, 95.0f/255.0f), 1.0f);
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} |