* Fixed issue with spot light shader not taking into account alpha

* Reduced number of varyings by 2 in lighting shader 

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7909 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
sha..rd 14 years ago
parent d8afde19cf
commit 7308cdfca6
  1. 53
      engine/src/core-data/Common/MatDefs/Light/Lighting.frag
  2. 31
      engine/src/core-data/Common/MatDefs/Light/Lighting.vert

@ -7,14 +7,16 @@ varying vec2 texCoord;
varying vec2 texCoord2;
#endif
varying vec4 AmbientSum;
varying vec3 AmbientSum;
varying vec4 DiffuseSum;
varying vec4 SpecularSum;
varying vec3 SpecularSum;
#ifndef VERTEX_LIGHTING
varying vec3 vPosition;
varying vec3 vViewDir;
varying vec4 vLightDir;
#else
varying vec2 vertexLightValues;
#endif
#ifdef DIFFUSEMAP
@ -128,7 +130,7 @@ vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 w
void main(){
vec2 newTexCoord;
#if defined(PARALLAXMAP) || defined(NORMALMAP_PARALLAX)
#if (defined(PARALLAXMAP) || defined(NORMALMAP_PARALLAX)) && !defined(VERTEX_LIGHTING)
float h;
#ifdef PARALLAXMAP
h = texture2D(m_ParallaxMap, texCoord).r;
@ -149,31 +151,33 @@ void main(){
#else
vec4 diffuseColor = vec4(1.0);
#endif
float alpha = DiffuseSum.a * diffuseColor.a;
#ifdef ALPHAMAP
alpha = alpha * texture2D(m_AlphaMap, newTexCoord).r;
#endif
if(alpha < m_AlphaDiscardThreshold){
discard;
}
#ifndef VERTEX_LIGHTING
float spotFallOff = 1.0;
if(spotVec.w!=0.0){
vec3 L=normalize(lightVec.xyz);
if(spotVec.w != 0.0){
vec3 L = normalize(lightVec.xyz);
vec3 spotdir = normalize(spotVec.xyz);
float curAngleCos = dot(-L, spotdir);
float innerAngleCos = spotVec.w;
float outerAngleCos = lightVec.w;
float innerMinusOuter = innerAngleCos - outerAngleCos;
spotFallOff = clamp((curAngleCos - outerAngleCos) / innerMinusOuter, 0.0, 1.0);
if(spotFallOff<=0.0){
gl_FragColor = AmbientSum * diffuseColor;
if(spotFallOff <= 0.0){
gl_FragColor.rgb = AmbientSum * diffuseColor.rgb;
gl_FragColor.a = alpha;
return;
}
}
#endif
float alpha = DiffuseSum.a * diffuseColor.a;
#ifdef ALPHAMAP
alpha = alpha * texture2D(m_AlphaMap, newTexCoord).r;
#endif
if(alpha < m_AlphaDiscardThreshold){
discard;
}
// ***********************
// Read from textures
// ***********************
@ -209,15 +213,14 @@ void main(){
#endif
#ifdef VERTEX_LIGHTING
vec2 light = vec2(AmbientSum.a, SpecularSum.a);
#ifdef COLORRAMP
light.x = texture2D(m_ColorRamp, vec2(light.x, 0.0)).r;
light.y = texture2D(m_ColorRamp, vec2(light.y, 0.0)).r;
light.x = texture2D(m_ColorRamp, vec2(vertexLightValues.x, 0.0)).r;
light.y = texture2D(m_ColorRamp, vec2(vertexLightValues.y, 0.0)).r;
#endif
gl_FragColor = AmbientSum * diffuseColor +
DiffuseSum * diffuseColor * light.x +
SpecularSum * specularColor * light.y;
gl_FragColor.rgb = AmbientSum * diffuseColor.rgb +
DiffuseSum.rgb * diffuseColor.rgb * vec3(vertexLightValues.x) +
SpecularSum * specularColor.rgb * vec3(vertexLightValues.y);
#else
vec4 lightDir = vLightDir;
lightDir.xyz = normalize(lightDir.xyz);
@ -229,7 +232,7 @@ void main(){
#endif
// Workaround, since it is not possible to modify varying variables
vec4 SpecularSum2 = SpecularSum;
vec4 SpecularSum2 = vec4(SpecularSum, 1.0);
#ifdef USE_REFLECTION
vec4 refColor = Optics_GetEnvColor(m_EnvMap, refVec.xyz);
@ -241,9 +244,9 @@ void main(){
light.y = 1.0;
#endif
gl_FragColor = AmbientSum * diffuseColor +
DiffuseSum * diffuseColor * light.x +
SpecularSum2 * specularColor * light.y;
gl_FragColor.rgb = AmbientSum * diffuseColor.rgb +
DiffuseSum.rgb * diffuseColor.rgb * vec3(light.x) +
SpecularSum2.rgb * specularColor.rgb * vec3(light.y);
#endif
gl_FragColor.a = alpha;
}

@ -22,9 +22,9 @@ varying vec2 texCoord;
attribute vec2 inTexCoord2;
#endif
varying vec4 AmbientSum;
varying vec3 AmbientSum;
varying vec4 DiffuseSum;
varying vec4 SpecularSum;
varying vec3 SpecularSum;
attribute vec3 inPosition;
attribute vec2 inTexCoord;
@ -45,7 +45,9 @@ varying vec4 spotVec;
#endif
varying vec3 vPosition;
varying vec3 vViewDir;
varying vec4 vLightDir;
varying vec4 vLightDir;
#else
varying vec2 vertexLightValues;
#endif
#ifdef USE_REFLECTION
@ -112,7 +114,7 @@ vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec4 w
vec4 lightDir;
lightComputeDir(wvPos, g_LightColor, wvLightPos, lightDir);
float spotFallOff = 1.0;
if(spotVec.w!=0.0){
if(spotVec.w != 0.0){
vec3 L=normalize(lightVec.xyz);
vec3 spotdir = normalize(spotVec.xyz);
float curAngleCos = dot(-L, spotdir);
@ -174,31 +176,28 @@ void main(){
#endif
//computing spot direction in view space and unpacking spotlight cos
spotVec=(g_ViewMatrix *vec4(g_LightDirection.xyz,0.0) );
spotVec.w=floor(g_LightDirection.w)*0.001;
spotVec = (g_ViewMatrix * vec4(g_LightDirection.xyz, 0.0) );
spotVec.w = floor(g_LightDirection.w) * 0.001;
lightVec.w = fract(g_LightDirection.w);
lightColor.w = 1.0;
#ifdef MATERIAL_COLORS
AmbientSum = m_Ambient * g_AmbientLightColor;
DiffuseSum = m_Diffuse * lightColor;
SpecularSum = m_Specular * lightColor;
AmbientSum = (m_Ambient * g_AmbientLightColor).rgb;
DiffuseSum = m_Diffuse * lightColor;
SpecularSum = (m_Specular * lightColor).rgb;
#else
AmbientSum = vec4(0.2, 0.2, 0.2, 1.0) * g_AmbientLightColor; // Default: ambient color is dark gray
AmbientSum = vec3(0.2, 0.2, 0.2) * g_AmbientLightColor.rgb; // Default: ambient color is dark gray
DiffuseSum = lightColor;
SpecularSum = lightColor;
SpecularSum = lightColor.rgb;
#endif
#ifdef VERTEX_COLOR
AmbientSum *= inColor;
AmbientSum *= inColor.rgb;
DiffuseSum *= inColor;
#endif
#ifdef VERTEX_LIGHTING
vec2 light = computeLighting(wvPosition, wvNormal, viewDir, wvLightPos);
AmbientSum.a = light.x;
SpecularSum.a = light.y;
vertexLightValues = computeLighting(wvPosition, wvNormal, viewDir, wvLightPos);
#endif
#ifdef USE_REFLECTION

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