#version 330 core //precision highp float; in Fragment { vec4 color; } fragment; in Vert { vec2 texcoord; } vert; uniform sampler2D Diffuse; uniform sampler2DShadow shadowMap; uniform mat4 ViewMatrixInverse; in vec3 lightPos,cameraPosition, normal,ambient; in vec4 ShadowCoord; in vec4 vertexPos; in float materialShininess; in float shadowmapIntensity; in vec3 lightSpecularIntensity; in vec3 materialSpecularColor; out vec4 color; void main(void) { vec4 texel = fragment.color*texture(Diffuse,vert.texcoord); vec3 ct,cf; float intensity,at,af; if (fragment.color.w==0) discard; vec3 lightDir = normalize(lightPos); vec3 normalDir = normalize(normal); intensity = 0.5+0.5*clamp( dot( normalDir,lightDir ), -1,1 ); af = 1.0; ct = texel.rgb; at = texel.a; //float bias = 0.005f; vec3 specularReflection; if (dot(normalDir, lightDir) < 0.0) { specularReflection = vec3(0.0, 0.0, 0.0); } else // light source on the right side { vec3 surfaceToLight = normalize(lightPos - vertexPos.xyz); vec3 surfaceToCamera = normalize(cameraPosition - vertexPos.xyz); float specularCoefficient = 0.0; specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normalDir))), materialShininess); specularReflection = specularCoefficient * materialSpecularColor * lightSpecularIntensity; } float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z)/ShadowCoord.w)); if (intensity<0.5) visibility = 0; intensity = (1.0-shadowmapIntensity)*intensity + shadowmapIntensity*intensity*visibility; cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient+specularReflection*visibility; color = vec4(ct * cf, fragment.color.w); }