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- uniform sampler2D baseTexture;
- uniform vec4 emissiveColor;
- uniform vec4 skyBgColor;
- uniform float fogDistance;
- uniform vec3 eyePosition;
- varying vec3 vNormal;
- varying vec3 vPosition;
- varying vec3 worldPosition;
- varying lowp vec4 varColor;
- #ifdef GL_ES
- varying mediump vec2 varTexCoord;
- #else
- centroid varying vec2 varTexCoord;
- #endif
- varying vec3 eyeVec;
- varying float vIDiff;
- const float e = 2.718281828459;
- const float BS = 10.0;
- const float fogStart = FOG_START;
- const float fogShadingParameter = 1.0 / (1.0 - fogStart);
- #if ENABLE_TONE_MAPPING
- /* Hable's UC2 Tone mapping parameters
- A = 0.22;
- B = 0.30;
- C = 0.10;
- D = 0.20;
- E = 0.01;
- F = 0.30;
- W = 11.2;
- equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
- */
- vec3 uncharted2Tonemap(vec3 x)
- {
- return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333;
- }
- vec4 applyToneMapping(vec4 color)
- {
- color = vec4(pow(color.rgb, vec3(2.2)), color.a);
- const float gamma = 1.6;
- const float exposureBias = 5.5;
- color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
- // Precalculated white_scale from
- //vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
- vec3 whiteScale = vec3(1.036015346);
- color.rgb *= whiteScale;
- return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
- }
- #endif
- void main(void)
- {
- vec3 color;
- vec2 uv = varTexCoord.st;
- vec4 base = texture2D(baseTexture, uv).rgba;
- #ifdef USE_DISCARD
- // If alpha is zero, we can just discard the pixel. This fixes transparency
- // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
- // and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
- if (base.a == 0.0) {
- discard;
- }
- #endif
- color = base.rgb;
- vec4 col = vec4(color.rgb, base.a);
- col.rgb *= varColor.rgb;
- col.rgb *= emissiveColor.rgb * vIDiff;
- #if ENABLE_TONE_MAPPING
- col = applyToneMapping(col);
- #endif
- // 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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