2010-03-28 11:17:51 +00:00
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#version 120
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec4 constantColor;
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varying vec3 vViewVec;
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varying vec3 reflVec;
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2010-03-29 09:50:54 +00:00
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varying vec4 Diffuse;
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2010-03-28 11:17:51 +00:00
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varying vec3 lightDir, halfVector;
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varying float alpha, fogCoord;
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uniform samplerCube Environment;
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uniform sampler2D Rainbow;
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uniform sampler2D BaseTex;
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uniform sampler2D Fresnel;
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uniform float transparency;
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uniform float rainbowiness;
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uniform float fresneliness;
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uniform float correction;
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void main (void)
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{
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if (!gl_FrontFacing) discard;
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vec3 n, halfV;
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float NdotL, NdotHV;
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vec4 color = constantColor;
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vec4 specular = vec4(0.0);
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n = VNormal;
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NdotL = max(0.0, dot(n, lightDir));
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//calculate the specular light
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if (NdotL > 0.0) {
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2010-03-29 09:50:54 +00:00
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color += Diffuse * NdotL;
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2010-03-28 11:17:51 +00:00
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halfV = normalize(halfVector);
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NdotHV = max(dot(n, halfV), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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specular.rgb = (gl_FrontMaterial.specular.rgb
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* gl_LightSource[0].specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess));
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}
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color.a = alpha;
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color = clamp(color, 0.0, 1.0);
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vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
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vec4 texelcolor = color * texel + specular;
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// calculate the fog factor
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float fogCoord = ecPosition.z;
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const float LOG2 = 1.442695;
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float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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if(gl_Fog.density == 1.0)
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fogFactor=1.0;
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vec3 normal = normalize(VNormal);
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vec3 viewVec = normalize(vViewVec);
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// Map a rainbowish color
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float v = dot(viewVec, normal);
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vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
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// Map a fresnel effect
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vec4 fresnel = texture2D(Fresnel, vec2(v, 0.0));
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//map the refection of the environment
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vec4 reflection = textureCube(Environment, reflVec);
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//add fringing fresnel and rainbow effects and modulate by transparency
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vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v);
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vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
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vec4 raincolor = vec4(reflfrescolor.rgb, 1.0) * transparency;
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vec4 mixedcolor = mix(texel, raincolor, transparency);
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//the final reflection
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vec4 ambient_correction = mix(gl_LightSource[0].ambient, vec4(1.0, 1.0, 0.9, 1.0), 0.5) * correction;
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vec4 reflColor = color * mixedcolor + specular + ambient_correction ;
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reflColor = clamp(reflColor, 0.0, 1.0);
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gl_FragColor = mix(gl_Fog.color, reflColor, fogFactor);
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}
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