Unified lightmap, bumpmap, and reflect shader
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
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161
Shaders/ubershader.frag
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161
Shaders/ubershader.frag
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// -*- mode: C; -*-
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// Licence: GPL v2
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// Authors: Frederic Bouvier and Gijs de Rooy
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// with major additions and revisions by
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// Emilian Huminiuc and Vivian Meazza 2011
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#version 120
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varying vec3 rawpos;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 vViewVec;
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varying vec3 reflVec;
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varying float alpha;
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uniform samplerCube Environment;
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uniform sampler2D BaseTex;
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uniform sampler2D NormalTex;
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uniform sampler2D LightMapTex;
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uniform sampler2D ReflMapTex;
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uniform sampler2D ReflFresnelTex;
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uniform sampler2D ReflRainbowTex;
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uniform sampler3D ReflNoiseTex;
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uniform int nmap_enabled;
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uniform int nmap_dds;
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uniform int refl_enabled;
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uniform int refl_map;
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uniform int lightmap_enabled;
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uniform int lightmap_multi;
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uniform int shader_qual;
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uniform float lightmap_r_factor;
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uniform float lightmap_g_factor;
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uniform float lightmap_b_factor;
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uniform float lightmap_a_factor;
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uniform float refl_correction;
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uniform float refl_fresnel;
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uniform float refl_rainbow;
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uniform float refl_noise;
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uniform float amb_correction;
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uniform vec3 lightmap_r_color;
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uniform vec3 lightmap_g_color;
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uniform vec3 lightmap_b_color;
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uniform vec3 lightmap_a_color;
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///fog include//////////////////////
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uniform int fogType;
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vec3 fog_Func(vec3 color, int type);
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////////////////////////////////////
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void main (void)
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{
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vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
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vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st);
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vec4 reflmap = texture2D(ReflMapTex, gl_TexCoord[0].st);
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vec4 noisevec = texture3D(ReflNoiseTex, rawpos.xyz);
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vec4 reflection = textureCube(Environment, reflVec);
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vec4 lightmapTexel = texture2D(LightMapTex, gl_TexCoord[0].st);
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vec3 mixedcolor;
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vec3 N;
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float pf;
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///BEGIN bump
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if (nmap_enabled > 0 && shader_qual > 1){
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N = nmap.rgb * 2.0 - 1.0;
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N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
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if (nmap_dds > 0)
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N = -N;
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} else {
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N = normalize(VNormal);
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}
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///END bump
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vec3 viewVec = normalize(vViewVec);
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float v = dot(viewVec, normalize(VNormal));// Map a rainbowish color
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vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
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vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0));
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float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz)));
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float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz)));
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if (nDotVP == 0.0)
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pf = 0.0;
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else
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pf = pow(nDotHV, gl_FrontMaterial.shininess);
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vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP;
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vec4 Specular = gl_FrontMaterial.specular * gl_LightSource[0].specular * pf;
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vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
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color += Specular * gl_FrontMaterial.specular * nmap.a;
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color = clamp( color, 0.0, 1.0 );
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//////////////////////////////////////////////////////////////////////
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//BEGIN reflect
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//////////////////////////////////////////////////////////////////////
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if (refl_enabled > 0 && shader_qual > 0){
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float reflFactor;
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float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
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if(refl_map > 0){
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// map the shininess of the object with user input
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//float pam = (map.a * -2) + 1; //reverse map
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reflFactor = reflmap.a + transparency_offset;
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} else if (nmap_enabled > 0 && shader_qual > 1) {
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// set the reflectivity proportional to shininess with user input
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reflFactor = (gl_FrontMaterial.shininess / 128.0) * nmap.a + transparency_offset;
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} else {
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reflFactor = gl_FrontMaterial.shininess/128.0 + transparency_offset;
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}
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reflFactor = clamp(reflFactor, 0.0, 1.0);
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// add fringing fresnel and rainbow effects and modulate by reflection
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vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v);
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reflcolor += Specular * nmap.a;
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vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v);
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vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise);
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vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
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raincolor += Specular * nmap.a;
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mixedcolor = mix(texel, raincolor, reflFactor).rgb;
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} else {
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mixedcolor = texel.rgb;
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}
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///////////////////////////////////////////////////////////////////////
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//END reflect
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///////////////////////////////////////////////////////////////////////
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// set ambient adjustment to remove bluiness with user input
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float ambient_offset = clamp(amb_correction, -1.0, 1.0);
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vec4 ambient_Correction = vec4(gl_LightSource[0].ambient.rg, gl_LightSource[0].ambient.b * 0.6, 0.5) * ambient_offset ;
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ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
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color.a = texel.a * alpha;
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vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a);
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fragColor += Specular * nmap.a;
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//////////////////////////////////////////////////////////////////////
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// BEGIN lightmap
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//////////////////////////////////////////////////////////////////////
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if ( lightmap_enabled >= 1 ) {
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vec3 lightmapcolor;
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if (lightmap_multi >0 ){
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lightmapcolor = lightmap_r_color * lightmap_r_factor * lightmapTexel.r +
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lightmap_g_color * lightmap_g_factor * lightmapTexel.g +
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lightmap_b_color * lightmap_b_factor * lightmapTexel.b +
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lightmap_a_color * lightmap_a_factor * lightmapTexel.a ;
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} else {
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lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmap_r_factor;
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}
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fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor);
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}
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//////////////////////////////////////////////////////////////////////
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// END lightmap
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/////////////////////////////////////////////////////////////////////
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fragColor.rgb = fog_Func(fragColor.rgb, fogType);
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gl_FragColor = fragColor;
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}
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108
Shaders/ubershader.vert
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Shaders/ubershader.vert
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// -*- mode: C; -*-
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// Licence: GPL v2
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// © Emilian Huminiuc and Vivian Meazza 2011
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#version 120
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varying vec3 rawpos;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 vViewVec;
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varying vec3 reflVec;
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varying float alpha;
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attribute vec3 tangent;
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attribute vec3 binormal;
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uniform float pitch;
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uniform float roll;
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uniform float hdg;
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uniform int refl_dynamic;
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uniform int nmap_enabled;
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uniform int shader_qual;
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//////Fog Include///////////
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uniform int fogType;
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void fog_Func(int type);
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////////////////////////////
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void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat)
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{
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rotmat = mat4( cosRy , sinRx * sinRy, cosRx * sinRy , 0.0,
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0.0 , cosRx , -sinRx * cosRx, 0.0,
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-sinRy, sinRx * cosRy, cosRx * cosRy , 0.0,
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0.0 , 0.0 , 0.0 , 1.0 );
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}
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void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat)
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{
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rotmat = mat4( cosRz, -sinRz, 0.0, 0.0,
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sinRz, cosRz , 0.0, 0.0,
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0.0 , 0.0 , 1.0, 0.0,
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0.0 , 0.0 , 0.0, 1.0 );
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}
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void main(void)
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{
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rawpos = gl_Vertex.xyz;
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vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
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fog_Func(fogType);
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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if (nmap_enabled > 0 && shader_qual > 1){
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VTangent = normalize(gl_NormalMatrix * tangent);
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VBinormal = normalize(gl_NormalMatrix * binormal);
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} else {
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VTangent = vec3(0.0);
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VBinormal = vec3 (0.0);
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}
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vec3 n = normalize(gl_Normal);
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vec3 t = cross(n, vec3(1.0,0.0,0.0));
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vec3 b = cross(n,t);
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (gl_FrontMaterial.diffuse.a < 1.0)
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alpha = gl_FrontMaterial.diffuse.a;
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else
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alpha = gl_Color.a;
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// Vertex in eye coordinates
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vec3 vertVec = ecPosition.xyz;
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vViewVec.x = dot(t, vertVec);
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vViewVec.y = dot(b, vertVec);
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vViewVec.z = dot(n, vertVec);
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// calculate the reflection vector
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vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
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vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
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if (refl_dynamic > 0){
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//prepare rotation matrix
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mat4 RotMatPR;
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mat4 RotMatH;
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float _roll = roll;
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if (_roll>90.0 || _roll < -90.0)
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{
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_roll = -_roll;
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}
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float cosRx = cos(radians(_roll));
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float sinRx = sin(radians(_roll));
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float cosRy = cos(radians(-pitch));
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float sinRy = sin(radians(-pitch));
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float cosRz = cos(radians(hdg));
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float sinRz = sin(radians(hdg));
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rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR);
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rotationMatrixH(sinRz, cosRz, RotMatH);
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vec3 reflVec_dyn = (RotMatH * (RotMatPR * normalize(gl_ModelViewMatrixInverse * reflect_eye))).xyz;
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reflVec = reflVec_dyn;
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} else {
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reflVec = reflVec_stat;
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}
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gl_FrontColor = gl_FrontMaterial.emission + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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}
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