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- uniform sampler2D baseTexture;
- uniform sampler2D normalTexture;
- uniform sampler2D textureFlags;
- uniform vec4 skyBgColor;
- uniform float fogDistance;
- uniform vec3 eyePosition;
- varying vec3 vPosition;
- varying vec3 worldPosition;
- varying vec3 eyeVec;
- varying vec3 lightVec;
- bool normalTexturePresent = false;
- bool texTileableHorizontal = false;
- bool texTileableVertical = false;
- bool texSeamless = false;
- const float e = 2.718281828459;
- const float BS = 10.0;
- const float fogStart = FOG_START;
- const float fogShadingParameter = 1 / ( 1 - fogStart);
- void get_texture_flags()
- {
- vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
- if (flags.r > 0.5) {
- normalTexturePresent = true;
- }
- if (flags.g > 0.5) {
- texTileableHorizontal = true;
- }
- if (flags.b > 0.5) {
- texTileableVertical = true;
- }
- if (texTileableHorizontal && texTileableVertical) {
- texSeamless = true;
- }
- }
- float intensity(vec3 color)
- {
- return (color.r + color.g + color.b) / 3.0;
- }
- float get_rgb_height(vec2 uv)
- {
- if (texSeamless) {
- return intensity(texture2D(baseTexture, uv).rgb);
- } else {
- return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb);
- }
- }
- vec4 get_normal_map(vec2 uv)
- {
- vec4 bump = texture2D(normalTexture, uv).rgba;
- bump.xyz = normalize(bump.xyz * 2.0 - 1.0);
- return bump;
- }
- void main(void)
- {
- vec3 color;
- vec4 bump;
- vec2 uv = gl_TexCoord[0].st;
- bool use_normalmap = false;
- get_texture_flags();
- #if USE_NORMALMAPS == 1
- if (normalTexturePresent) {
- bump = get_normal_map(uv);
- use_normalmap = true;
- }
- #endif
- #if GENERATE_NORMALMAPS == 1
- if (normalTexturePresent == false) {
- float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
- float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
- float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
- float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y));
- float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP));
- float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP));
- float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP));
- float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y));
- float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
- float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
- bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
- use_normalmap = true;
- }
- #endif
- vec4 base = texture2D(baseTexture, uv).rgba;
- #ifdef ENABLE_BUMPMAPPING
- if (use_normalmap) {
- vec3 L = normalize(lightVec);
- vec3 E = normalize(eyeVec);
- float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0);
- float diffuse = dot(-E,bump.xyz);
- color = (diffuse + 0.1 * specular) * base.rgb;
- } else {
- color = base.rgb;
- }
- #else
- color = base.rgb;
- #endif
- vec4 col = vec4(color.rgb, base.a);
- col *= gl_Color;
- // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
- // the fog will only be rendered correctly if the last operation before the
- // clamp() is an addition. Else, the clamp() seems to be ignored.
- // E.g. the following won't work:
- // float clarity = clamp(fogShadingParameter
- // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
- // As additions usually come for free following a multiplication, the new formula
- // should be more efficient as well.
- // Note: clarity = (1 - fogginess)
- float clarity = clamp(fogShadingParameter
- - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
- col = mix(skyBgColor, col, clarity);
- gl_FragColor = vec4(col.rgb, base.a);
- }
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