openclonk/planet/Graphics.ocg/AmbientShader.glsl

39 lines
970 B
GLSL

// Ambient light calculation
#ifdef HAVE_LIGHT
uniform sampler2D ambientTex;
uniform mat3x2 ambientTransform;
uniform float ambientBrightness;
#endif
slice(texture+6)
{
#ifdef HAVE_LIGHT
// Ambient light
// Extra .xy since some old intel drivers return a vec3
float ambient = texture2D(ambientTex, (ambientTransform * vec3(gl_FragCoord.xy, 1.0)).xy).r * ambientBrightness;
#else
// Lighting disabled: Ambient light everywhere
float ambient = 1.0;
#endif
}
slice(light+1)
{
// Add ambience to brightness
#ifdef LANDSCAPE
// For landscape, ambient brightness is coming from top
vec3 ambientDir = vec3(0.0, -1.0, 0.0);
light = mix(light, 1.0 + 1.0 * dot(normal, ambientDir), ambient);
#ifdef HAVE_2PX
light2 = mix(light2, 1.0 + 1.0 * dot(normal2, ambientDir), ambient);
#endif
#else
// For objects, ambient brightness is coming from the front
vec3 ambientDir = vec3(0.0, 0.0, 1.0);
light = mix(light, max(dot(normal, ambientDir), 0.0), ambient);
#endif
}