PixelWars/shaders/world.frag.glsl
2016-05-17 23:25:19 +02:00

34 lines
1.0 KiB
GLSL

#version 330 core
uniform sampler2DRect colorMap;
uniform vec3 camera;
uniform vec2 worldSize;
uniform vec2 screenSize;
in vec2 texCoord;
in vec3 normal;
out vec4 outColor;
vec3 phongLighting(in vec3 kd, in vec3 ks, in float ns, in vec3 color, in vec3 normal, in vec3 lightDir, in vec3 halfVec){
float diffuseComponent = max(dot(normal, lightDir), 0);
float specularComponent = max(dot(halfVec, normal), 0);
return color*diffuseComponent*(kd+ks*pow(specularComponent, ns));
}
void main()
{
vec2 worldCoord = texCoord*worldSize + camera.xy;
ivec2 nbRevolutions = ivec2(floor(worldCoord / worldSize));
if(abs(mod(nbRevolutions.y, 2)) > 0.5)
{
worldCoord.x += worldSize.x/2;
nbRevolutions.x = int(floor(worldCoord.x / worldSize.x));
}
worldCoord = worldCoord - nbRevolutions*worldSize;
vec3 texColor = texelFetch(colorMap, ivec2(worldCoord)).xyz;
float pseudoLighting = 0.4+dot(normal, normalize(vec3(-0.5))); // TODO : use phong lighting
outColor = vec4(texColor*pseudoLighting, 1.0);
}