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fgdata/Shaders/reflect.frag

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3.5 KiB
GLSL
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// -*- mode: C; -*-
// Licence: GPL v2
// Author: Vivian Meazza.
#version 120
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varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 Normal;
varying vec4 constantColor;
varying vec3 vViewVec;
varying vec3 reflVec;
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varying vec4 Diffuse;
varying vec3 lightDir, halfVector;
varying float alpha, fogCoord;
uniform samplerCube Environment;
uniform sampler2D Rainbow;
uniform sampler2D BaseTex;
uniform sampler2D Fresnel;
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uniform sampler2D Map;
uniform sampler3D Noise;
uniform float refl_correction;
uniform float rainbowiness;
uniform float fresneliness;
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uniform float noisiness;
uniform float ambient_correction;
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uniform float reflect_map;
void main (void)
{
if (!gl_FrontFacing) discard;
vec3 n, halfV;
float NdotL, NdotHV;
vec4 color = constantColor;
vec4 specular = vec4(0.0);
n = VNormal;
NdotL = max(0.0, dot(n, lightDir));
// calculate the specular light
if (NdotL > 0.0) {
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color += Diffuse * NdotL;
halfV = normalize(halfVector);
NdotHV = max(dot(n, halfV), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = (gl_FrontMaterial.specular.rgb
* gl_LightSource[0].specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess));
}
color.a = alpha;
color = clamp(color, 0.0, 1.0);
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
vec4 texelcolor = color * texel + specular;
// calculate the fog factor
float fogCoord = ecPosition.z;
const float LOG2 = 1.442695;
float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
if(gl_Fog.density == 1.0)
fogFactor=1.0;
vec3 normal = normalize(VNormal);
vec3 viewVec = normalize(vViewVec);
// Map a rainbowish color
float v = dot(viewVec, normal);
vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
// Map a fresnel effect
vec4 fresnel = texture2D(Fresnel, vec2(v, 0.0));
// map the refection of the environment
vec4 reflection = textureCube(Environment, reflVec);
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// set the user shininess offse
float transparency_offset = clamp(refl_correction, -1.0, 1.0);
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float reflFactor = 0.0;
if(reflect_map > 0){
// map the shininess of the object with user input
vec4 map = texture2D(Map, gl_TexCoord[0].st);
//float pam = (map.a * -2) + 1; //reverse map
reflFactor = map.a + transparency_offset;
} else {
// set the reflectivity proportional to shininess with user
// input
reflFactor = (gl_FrontMaterial.shininess / 128) + transparency_offset;
}
reflFactor = clamp(reflFactor, 0.0, 1.0);
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// set adjust ambient
float ambient_offset = clamp(ambient_correction, -1.0, 1.0);
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vec4 ambient_Correction = mix(gl_LightSource[0].ambient, vec4(1.0, 1.0, 0.6, 1.0), 0.5)
* ambient_offset;
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// map noise vectore
vec4 noisevec = texture3D(Noise, rawpos.xyz);
// add fringing fresnel and rainbow effects and modulate by reflection
vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v);
vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
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vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness);
vec4 raincolor = vec4(noisecolor.rgb, 1.0) * reflFactor;
vec4 mixedcolor = mix(texel, raincolor, reflFactor);
// the final reflection
vec4 reflColor = color * mixedcolor + specular + ambient_Correction ;
reflColor = clamp(reflColor, 0.0, 1.0);
gl_FragColor = mix(gl_Fog.color, reflColor, fogFactor);
}