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fgdata/Shaders/ubershader-gbuffer.frag

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// -*- mode: C; -*-
// Licence: GPL v2
// Authors: Frederic Bouvier and Gijs de Rooy
// with major additions and revisions by
// Emilian Huminiuc and Vivian Meazza 2011
varying vec3 rawpos;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 vViewVec;
varying vec3 reflVec;
varying float alpha;
uniform samplerCube Environment;
uniform sampler2D BaseTex;
uniform sampler2D NormalTex;
uniform sampler2D LightMapTex;
uniform sampler2D ReflMapTex;
uniform sampler2D ReflFresnelTex;
uniform sampler2D ReflRainbowTex;
uniform sampler3D ReflNoiseTex;
uniform int nmap_enabled;
uniform int nmap_dds;
uniform int nmap_tile;
uniform int refl_enabled;
uniform int refl_map;
uniform int lightmap_enabled;
uniform int lightmap_multi;
uniform int shader_qual;
uniform int dirt_enabled;
uniform int dirt_multi;
uniform float lightmap_r_factor;
uniform float lightmap_g_factor;
uniform float lightmap_b_factor;
uniform float lightmap_a_factor;
uniform float refl_correction;
uniform float refl_fresnel;
uniform float refl_rainbow;
uniform float refl_noise;
uniform float amb_correction;
uniform float dirt_r_factor;
uniform float dirt_g_factor;
uniform float dirt_b_factor;
uniform vec3 lightmap_r_color;
uniform vec3 lightmap_g_color;
uniform vec3 lightmap_b_color;
uniform vec3 lightmap_a_color;
uniform vec3 dirt_r_color;
uniform vec3 dirt_g_color;
uniform vec3 dirt_b_color;
//uniform vec4 fg_SunAmbientColor;
void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);
///fog include//////////////////////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
////////////////////////////////////
void main (void)
{
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * nmap_tile);
vec4 reflmap = texture2D(ReflMapTex, gl_TexCoord[0].st);
vec4 noisevec = texture3D(ReflNoiseTex, rawpos.xyz);
vec4 lightmapTexel = texture2D(LightMapTex, gl_TexCoord[0].st);
vec3 mixedcolor;
vec3 ambient = vec3(0.85,0.85,0.9);//placeholder for sun ambient
//vec3 ambient = fg_SunAmbientColor.rgb;
vec3 N;
vec3 dotN;
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission,
vec3( 0.3, 0.59, 0.11 ) );
float pf;
///BEGIN bump
if (nmap_enabled > 0 && shader_qual > 2){
N = nmap.rgb * 2.0 - 1.0;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
if (nmap_dds > 0)
N = -N;
} else {
N = normalize(VNormal);
}
///END bump
vec4 reflection = textureCube(Environment, reflVec * N);
vec3 viewVec = normalize(vViewVec);
float v = dot(viewVec, normalize(VNormal));// Map a rainbowish color
vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0));
vec4 color = gl_Color * gl_FrontMaterial.diffuse;
float specular = dot((gl_FrontMaterial.specular * nmap.a).rgb, vec3( 0.3, 0.59, 0.11 ));
////////////////////////////////////////////////////////////////////
//BEGIN reflect
////////////////////////////////////////////////////////////////////
if (refl_enabled > 0 && shader_qual > 1){
float reflFactor;
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
if(refl_map > 0){
// map the shininess of the object with user input
reflFactor = reflmap.a + transparency_offset;
} else if (nmap_enabled > 0) {
// set the reflectivity proportional to shininess with user input
reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset;
} else {
reflFactor = gl_FrontMaterial.shininess * 0.0078125 + transparency_offset;
}
reflFactor = clamp(reflFactor, 0.0, 1.0);
// add fringing fresnel and rainbow effects and modulate by reflection
vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v);
vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v);
vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise);
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
mixedcolor = mix(texel, raincolor, reflFactor).rgb;
} else {
mixedcolor = texel.rgb;
}
/////////////////////////////////////////////////////////////////////
//END reflect
/////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
//begin DIRT
//////////////////////////////////////////////////////////////////////
if (dirt_enabled > 0.0){
vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor);
vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb;
//dirtFactor.r = smoothstep(0.0, 1.0, dirtFactor.r);
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r));
if (dirt_multi > 0) {
//dirtFactor.g = smoothstep(0.0, 1.0, dirtFactor.g);
//dirtFactor.b = smoothstep(0.0, 1.0, dirtFactor.b);
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, smoothstep(0.0, 1.0, dirtFactor.g));
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, smoothstep(0.0, 1.0, dirtFactor.b));
}
}
//////////////////////////////////////////////////////////////////////
//END Dirt
//////////////////////////////////////////////////////////////////////
// set ambient adjustment to remove bluiness with user input
float ambient_offset = clamp(amb_correction, -1.0, 1.0);
vec3 ambient_Correction = vec3(ambient.rg, ambient.b * 0.6) * ambient_offset;
ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
color.a = texel.a * alpha;
//vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb, color.a);
vec4 fragColor = vec4(color.rgb * mixedcolor, color.a);
//////////////////////////////////////////////////////////////////////
// BEGIN lightmap
//////////////////////////////////////////////////////////////////////
if ( lightmap_enabled >= 1 ) {
vec3 lightmapcolor;
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, lightmap_b_factor, lightmap_a_factor);
lightmapFactor = lightmapFactor * lightmapTexel;
if (lightmap_multi >0 ){
lightmapcolor = lightmap_r_color * lightmapFactor.r +
lightmap_g_color * lightmapFactor.g +
lightmap_b_color * lightmapFactor.b +
lightmap_a_color * lightmapFactor.a ;
emission = max(max(lightmapFactor.r * lightmapTexel.r, lightmapFactor.g * lightmapTexel.g),
max( lightmapFactor.b * lightmapTexel.b, lightmapFactor.a * lightmapTexel.a));
} else {
lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r;
emission = lightmapTexel.r * lightmapFactor.r;
}
//fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor);
emission = length(lightmapcolor);
fragColor.rgb = max(fragColor.rgb * (1.0 - emission),
lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor);
}
//////////////////////////////////////////////////////////////////////
// END lightmap
/////////////////////////////////////////////////////////////////////
encode_gbuffer(N, fragColor.rgb, 1, specular, gl_FrontMaterial.shininess, emission, gl_FragCoord.z);
}