132 lines
4.4 KiB
GLSL
132 lines
4.4 KiB
GLSL
|
// -*- mode: C; -*-
|
|||
|
// Licence: GPL v2
|
|||
|
// <20> Emilian Huminiuc and Vivian Meazza 2011
|
|||
|
|
|||
|
#version 120
|
|||
|
|
|||
|
varying vec3 rawpos;
|
|||
|
varying vec3 VNormal;
|
|||
|
varying vec3 VTangent;
|
|||
|
varying vec3 VBinormal;
|
|||
|
varying vec3 vViewVec;
|
|||
|
varying vec3 reflVec;
|
|||
|
|
|||
|
varying vec4 Diffuse;
|
|||
|
varying float alpha;
|
|||
|
//varying float fogCoord;
|
|||
|
|
|||
|
uniform samplerCube Environment;
|
|||
|
uniform sampler2D Rainbow;
|
|||
|
uniform sampler2D BaseTex;
|
|||
|
uniform sampler2D Fresnel;
|
|||
|
uniform sampler2D Map;
|
|||
|
uniform sampler2D NormalTex;
|
|||
|
uniform sampler3D Noise;
|
|||
|
|
|||
|
uniform float spec_adjust;
|
|||
|
uniform float rainbowiness;
|
|||
|
uniform float fresneliness;
|
|||
|
uniform float noisiness;
|
|||
|
uniform float ambient_correction;
|
|||
|
uniform float normalmap_dds;
|
|||
|
|
|||
|
//uniform int fogType;
|
|||
|
|
|||
|
////fog "include" /////
|
|||
|
uniform int fogType;
|
|||
|
|
|||
|
vec3 fog_Func(vec3 color, int type);
|
|||
|
//////////////////////
|
|||
|
|
|||
|
void main (void)
|
|||
|
{
|
|||
|
//vec3 halfV;
|
|||
|
//float NdotL, NdotHV;
|
|||
|
|
|||
|
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
|
|||
|
vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * 8.0);
|
|||
|
vec4 map = texture2D(Map, gl_TexCoord[0].st * 8.0);
|
|||
|
vec4 specNoise = texture3D(Noise, rawpos.xyz * 0.0045);
|
|||
|
vec4 noisevec = texture3D(Noise, rawpos.xyz);
|
|||
|
|
|||
|
vec3 lightDir = gl_LightSource[0].position.xyz;
|
|||
|
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
|
|||
|
vec3 N;
|
|||
|
float pf;
|
|||
|
|
|||
|
N = nmap.rgb * 2.0 - 1.0;
|
|||
|
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
|
|||
|
if (normalmap_dds > 0)
|
|||
|
N = -N;
|
|||
|
|
|||
|
float lightness = dot(texel.rgb, vec3( 0.3, 0.59, 0.11 ));
|
|||
|
// calculate the specular light
|
|||
|
float refl_correction = spec_adjust * 2.5 - 1.0;
|
|||
|
float shininess = max (0.35, refl_correction);
|
|||
|
float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz)));
|
|||
|
float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz)));
|
|||
|
|
|||
|
if (nDotVP == 0.0)
|
|||
|
pf = 0.0;
|
|||
|
else
|
|||
|
pf = pow(nDotHV, /*gl_FrontMaterial.*/shininess);
|
|||
|
|
|||
|
vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP;
|
|||
|
//vec4 Specular = vec4(vec3(0.5*shininess), 1.0)* gl_LightSource[0].specular * pf;
|
|||
|
vec4 Specular = vec4(1.0)* lightness * gl_LightSource[0].specular * pf;
|
|||
|
|
|||
|
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
|
|||
|
//color += Specular * vec4(vec3(0.5*shininess), 1.0) * nmap.a;
|
|||
|
float nFactor = 1.0 - N.z;
|
|||
|
color += Specular * vec4(1.0) * nmap.a * nFactor;
|
|||
|
color.a = texel.a * alpha;
|
|||
|
color = clamp(color, 0.0, 1.0);
|
|||
|
|
|||
|
vec3 viewVec = normalize(vViewVec);
|
|||
|
|
|||
|
// Map a rainbowish color
|
|||
|
float v = abs(dot(viewVec, normalize(VNormal)));
|
|||
|
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 * dot(N,VNormal));
|
|||
|
|
|||
|
|
|||
|
// set the user shininess offset
|
|||
|
float transparency_offset = clamp(refl_correction, -1.0, 1.0);
|
|||
|
float reflFactor = 0.0;
|
|||
|
|
|||
|
float MixFactor = specNoise.r * specNoise.g * specNoise.b * 350.0;
|
|||
|
|
|||
|
MixFactor = 0.75 * smoothstep(0.0, 1.0, MixFactor);
|
|||
|
|
|||
|
reflFactor = max(map.a * (texel.r + texel.g), 1.0 - MixFactor) * (1.0- N.z) + transparency_offset ;
|
|||
|
|
|||
|
reflFactor =0.75 * smoothstep(0.05, 1.0, reflFactor);
|
|||
|
|
|||
|
// set ambient adjustment to remove bluiness with user input
|
|||
|
float ambient_offset = clamp(ambient_correction, -1.0, 1.0);
|
|||
|
vec4 ambient_Correction = vec4(gl_LightSource[0].ambient.rg, gl_LightSource[0].ambient.b * 0.6, 0.5) * ambient_offset ;
|
|||
|
ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
|
|||
|
|
|||
|
// add fringing fresnel and rainbow effects and modulate by reflection
|
|||
|
vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v);
|
|||
|
reflcolor += Specular * nmap.a * nFactor;
|
|||
|
vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
|
|||
|
vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness);
|
|||
|
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
|
|||
|
raincolor += Specular * nmap.a * nFactor;
|
|||
|
|
|||
|
|
|||
|
vec4 mixedcolor = mix(texel, raincolor * (1.0 - refl_correction * (1.0 - lightness)), reflFactor); //* (1.0 - 0.5 * transparency_offset )
|
|||
|
|
|||
|
// the final reflection
|
|||
|
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb * (1.0 - refl_correction * (1.0 - 0.8 * lightness)) * nFactor, color.a);
|
|||
|
fragColor += Specular * nmap.a * nFactor;
|
|||
|
|
|||
|
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
|
|||
|
gl_FragColor = fragColor;
|
|||
|
}
|