X-Git-Url: http://git.mutantstargoat.com?a=blobdiff_plain;f=gl_shaders%2Fdefault.f.glsl;h=ad4b77ac2731e7ab3e669ebf2673c4e4386d6f8e;hb=9148ff7614b1dc22fd5d1dcf6d74e2fb4ff13706;hp=17d4353eb241868cbe85464b0ca02e7e044171e5;hpb=f1c3197c3e035f4be0e10ff6a8d0cf0339824177;p=demo diff --git a/gl_shaders/default.f.glsl b/gl_shaders/default.f.glsl index 17d4353..ad4b77a 100644 --- a/gl_shaders/default.f.glsl +++ b/gl_shaders/default.f.glsl @@ -1,24 +1,29 @@ #version 450 uniform sampler2D tex; +uniform samplerCube dstex; uniform vec4 diffuse; uniform vec4 specular; uniform float shininess; varying vec3 pos; -varying vec3 normal; -varying vec3 ldir; +// varying vec3 normal; +// varying vec3 ldir; varying vec2 tex_coord; +varying vec3 world_normal; -const float fog_density = 0.005; -const vec4 sky_color = vec4(0.35, 0.5, 0.65, 1.0); +// const float fog_density = 0.005; +uniform float fog_density; +const vec3 sky_color = vec3(0.35, 0.5, 0.65); out vec4 color; void main() { - vec3 p = normalize(pos); // view space dir + vec4 itexel = textureCube(dstex, normalize(world_normal)); + +/* vec3 p = normalize(pos); // view space dir vec3 n = normalize(normal); vec3 l = normalize(ldir); @@ -26,16 +31,16 @@ void main() vec3 vdir = normalize(-p); float cdiff = max(dot(l, n), 0.0); - float cspec = pow(max(dot(r, vdir), 0.0), shininess); + float cspec = pow(max(dot(r, vdir), 0.0), shininess); */ float dist = -pos.z; float fog = clamp(exp(-fog_density * dist), 0.0, 1.0); vec4 texel = texture2D(tex, tex_coord); - vec4 object_color; - object_color.xyz = diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec; - object_color.w = 1.0; + // vec3 object_color = (diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec) * itexel.xyz; + vec3 object_color = diffuse.xyz * texel.xyz * itexel.xyz; - color = mix(sky_color, object_color, fog); + color.xyz = mix(sky_color, object_color, fog); + color.w = 1.0; }