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-rw-r--r--08-august/resources/shaders/terrainShader.frag72
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diff --git a/08-august/resources/shaders/terrainShader.frag b/08-august/resources/shaders/terrainShader.frag
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+#version 420
+
+in vec2 Fragment_UV;
+in vec3 normal0;
+in vec3 toLightVector[4];
+in vec3 toEyeVector;
+
+out vec4 out_color;
+
+uniform vec4 lightColor[4];
+uniform vec3 attenuation[4];
+uniform vec3 World_eyePosition;
+
+uniform sampler2D Texture_Background;
+uniform sampler2D Texture_R;
+uniform sampler2D Texture_G;
+uniform sampler2D Texture_B;
+uniform sampler2D Texture_BlendMap;
+
+void main()
+{
+ vec4 totalDiffuse = vec4(0.0, 0.0, 0.0, 1.0);
+ vec4 totalSpecular = vec4(0.0, 0.0, 0.0, 1.0);
+
+ for(int i = 0; i < 4; i++)
+ {
+ /*Light Attenuation*/
+ float dist = length(toLightVector[i]);
+ float attFactor = attenuation[i].x + (attenuation[i].y * dist) + (attenuation[i].z * dist * dist);
+ vec3 unitToLightVector = normalize(toLightVector[i]);
+ /*Diffuse lighting*/
+
+ /*La intensidad es el cos entre la normal y el vector hacia la luz*/
+ float brightness = dot(unitToLightVector, normalize(normal0));
+ /*No queremos luz negativa ni mayor a 1*/
+ brightness = max(brightness, 0.0);
+ totalDiffuse = totalDiffuse + (brightness * lightColor[i]) / attFactor;
+
+ /* Specular lighting */
+
+ /* Reflejamos el vector hacia la luz (su inverso) en la normal */
+ vec3 Vector_ReflectedLight = reflect(-unitToLightVector, normal0);
+
+ /* La luz especular es el cos del angulo entre el vector hacia el ojo y la luz reflectada en la normal */
+ float specularity = clamp( dot(Vector_ReflectedLight, toEyeVector), 0, 1 );
+ float reflectivity = 0.5;
+ /* Que tan grande es el specular highlight */
+ specularity = pow(specularity, 10);
+ totalSpecular = totalSpecular + clamp( reflectivity * specularity * lightColor[i], 0, 1) / attFactor;
+ }
+
+ /* Ambient Light */
+ totalDiffuse = max(totalDiffuse, 0.2);
+
+ /*Terrain color*/
+ /*The color of the current fragment from the blendmap*/
+ vec4 blendMapColor = texture(Texture_BlendMap, Fragment_UV);
+ /*We want the background color when we have black in the blend map*/
+ float backTextureAmount = 1 - (blendMapColor.r + blendMapColor.g + blendMapColor.b);
+ /*So we dont lose image quality from the tiles textures (Fragment_UV make the terrain look less HD)*/
+ vec2 Tiled_UV = Fragment_UV * 50.0f;
+ /*We get the color of each map tile (soil1, soil2, etc)*/
+ vec4 backgroundTextureColor = texture(Texture_Background, Tiled_UV) * backTextureAmount;
+ vec4 rTextureColor = texture(Texture_R, Tiled_UV) * blendMapColor.r;
+ vec4 gTextureColor = texture(Texture_G, Tiled_UV) * blendMapColor.g;
+ vec4 bTextureColor = texture(Texture_B, Tiled_UV) * blendMapColor.b;
+ /*We mix them corresponding with the blendmap*/
+ vec4 totalColor = backgroundTextureColor + rTextureColor + gTextureColor + bTextureColor;
+
+ /*Our final color for the fragment*/
+ out_color = totalDiffuse * totalColor + totalSpecular;
+}