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Graphics/hw9/shader.frag

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3.4 KiB

#ifndef _NDEBUG
precision highp float;
const int ns = 5;
const int cns = 5;
float noise(vec3 v){return 1.;}
#endif
vec3 foregroundColor = vec3(.0841, .5329, .9604);
uniform vec3 starColors[10];
uniform vec3 V0;
uniform sampler2D uSampler[ns + 5]; //ns + vs
varying vec3 norm;
varying float id;
varying vec3 glpos;
varying vec3 texPos;
vec3 LDir=vec3(.5,.5,.5);
void main(){
vec3 color =foregroundColor.xyz;
float sp = 0.4, df = 0.4, amb = 0.4, ex=5., alpha = 1.;
vec3 l = vec3(1,1,1);
float alp = 2.*abs(.49999 - fract(id+.00001));
if(id < -5.5){gl_FragColor = vec4(texture2D(uSampler[ns + 4], (1.+texPos.xy*2.5)/2.).xyz, 1.); return;} //pjsk
else if(id < -4.5){gl_FragColor = vec4(texture2D(uSampler[ns + 3], (1.+texPos.xy*2.5)/2.).xyz, 1.); return;} //pjsk
else if(id < -2.5){gl_FragColor = vec4(texture2D(uSampler[ns + 2], (1.+texPos.xy*2.5)/2.).xyz, 1.); return;} //pjsk
else if(id <-1.5) {color = vec3(.05,.05,.05);sp = 1.; df=.4; amb = .3, ex = 5.;}
else if(id <-.5) {color = vec3(0.,1.,0.2034);}
else if(id < 1.5) {color = vec3(1.0000, 0.3570, 0.3570);sp = 1.; df=.2; amb = .7, ex = 20.;}
else if (id < 2.5) color = vec3(1.,.16,.36);
else if (id < 3.5) {color = vec3(1.0000, 0.7725, 0.7725);sp = .5; df=.8; amb = .05;}
else if (id < 4.5) {color = vec3(0.9612,0.3057,0.3369);sp = .5; df=.5; amb = .5; ex=20.;}
else if (id < 6.5) {}
else if (id < 7.5) {color = starColors[0]; sp = 0.3, df = 0.3, amb = 0.8, ex=5.;}
else if (id < 8.5) {color = starColors[1]; sp = 0.05, df = 0.1, amb = 0.8, ex=10.,l = color;alp*=1.1;}
else if (id < 9.5) {color = starColors[2]; sp = 0.5, df = 0.5, amb = 0.8, ex=10.,l = color;}
else if (id < 10.5) {color = starColors[3]; sp = 0., df = 0., amb = 1., ex=10.,l = color;}
else if (id < 12.5) {color = starColors[4]; sp = 0., df = 0., amb = 1., ex=10.,l = color;}
else if (id < 13.5) {color = starColors[4]*2.; sp = 0., df = 0., amb = 1., ex=10.,l = color;}
else if (id < 14.5) {
color = .4*foregroundColor + .8*starColors[4]; sp = 0.5, df = 0.5, amb = 0.8, ex=10.,l = color;
if(texPos.y > .3)
color = vec3(1.,1.,1.);
}
else if (id < 15.5) {color = .3*vec3(0.9612,0.3057,0.3369)+.8*starColors[4]; sp = 0.5, df = 0.5, amb = 0.8, ex=10.,l = color;}
else if (id < 16.5) {gl_FragColor=vec4(1.,1.,1., alp);return;}
else if (id < 17.5) {color = vec3(.35,.35,.35);sp = .3; df=.6; amb = .1, ex = 1.;}
else if (id < 18.5) {
color = vec3(.6,.29,.12);sp = .1; df=.2; amb = .7, ex = 1.;
vec3 P = vec3(sin(texPos.y*1.), sin(texPos.x*1.5+1.), cos(texPos.z*1.));
// APPLY PROCEDURAL NOISE TEXTURE.
float cloud = min(0.99, max(0., 1. * noise(.8 * P)));
color = (1.-cloud)*color + starColors[5] * cloud*3.;
}
else if (id < 19.5) {color = vec3(.4,.4,.4);sp = .0; df=.0; amb = 1., ex = 1.,alp=1.;}
if(id < 0. &&id > -1.5){
vec3 P = vec3(sin(glpos.y*1.), sin(glpos.x*1.5+1.), cos(glpos.z*1.));
// APPLY PROCEDURAL NOISE TEXTURE.
float cloud = min(0.99, max(0., 1. * noise(1. * P)));
color = (1.-cloud)*color + starColors[5] * cloud*3.;
}
vec3 V = V0;
vec3 W=normalize(glpos-V);
vec3 realLDir=normalize(LDir - glpos);
color = color*(amb+ df*max(0.,dot(norm,realLDir)))
+ sp*pow(max(0., dot(2.*dot(norm, realLDir)*norm-realLDir, -W)),ex)*l;
gl_FragColor=vec4(sqrt(color), alp);
}