diff --git a/Shaders/ubershader.frag b/Shaders/ubershader.frag new file mode 100644 index 000000000..1884be159 --- /dev/null +++ b/Shaders/ubershader.frag @@ -0,0 +1,161 @@ +// -*- mode: C; -*- +// Licence: GPL v2 +// Authors: Frederic Bouvier and Gijs de Rooy +// with major additions and revisions by +// 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 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 refl_enabled; +uniform int refl_map; +uniform int lightmap_enabled; +uniform int lightmap_multi; +uniform int shader_qual; + +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 vec3 lightmap_r_color; +uniform vec3 lightmap_g_color; +uniform vec3 lightmap_b_color; +uniform vec3 lightmap_a_color; + +///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); + vec4 reflmap = texture2D(ReflMapTex, gl_TexCoord[0].st); + vec4 noisevec = texture3D(ReflNoiseTex, rawpos.xyz); + vec4 reflection = textureCube(Environment, reflVec); + vec4 lightmapTexel = texture2D(LightMapTex, gl_TexCoord[0].st); + + vec3 mixedcolor; + vec3 N; + float pf; + +///BEGIN bump + if (nmap_enabled > 0 && shader_qual > 1){ + 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 + 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)); + + 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 = gl_FrontMaterial.specular * gl_LightSource[0].specular * pf; + + vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse; + color += Specular * gl_FrontMaterial.specular * nmap.a; + color = clamp( color, 0.0, 1.0 ); +////////////////////////////////////////////////////////////////////// +//BEGIN reflect +////////////////////////////////////////////////////////////////////// + if (refl_enabled > 0 && shader_qual > 0){ + 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 + //float pam = (map.a * -2) + 1; //reverse map + reflFactor = reflmap.a + transparency_offset; + } else if (nmap_enabled > 0 && shader_qual > 1) { + // set the reflectivity proportional to shininess with user input + reflFactor = (gl_FrontMaterial.shininess / 128.0) * nmap.a + transparency_offset; + } else { + reflFactor = gl_FrontMaterial.shininess/128.0 + 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); + reflcolor += Specular * nmap.a; + vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v); + vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise); + vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0); + raincolor += Specular * nmap.a; + + mixedcolor = mix(texel, raincolor, reflFactor).rgb; + } else { + mixedcolor = texel.rgb; + } +/////////////////////////////////////////////////////////////////////// +//END reflect +/////////////////////////////////////////////////////////////////////// + + // set ambient adjustment to remove bluiness with user input + float ambient_offset = clamp(amb_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); + + color.a = texel.a * alpha; + vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a); + fragColor += Specular * nmap.a; + +////////////////////////////////////////////////////////////////////// +// BEGIN lightmap +////////////////////////////////////////////////////////////////////// + if ( lightmap_enabled >= 1 ) { + vec3 lightmapcolor; + if (lightmap_multi >0 ){ + lightmapcolor = lightmap_r_color * lightmap_r_factor * lightmapTexel.r + + lightmap_g_color * lightmap_g_factor * lightmapTexel.g + + lightmap_b_color * lightmap_b_factor * lightmapTexel.b + + lightmap_a_color * lightmap_a_factor * lightmapTexel.a ; + } else { + lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmap_r_factor; + } + fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor); + } +////////////////////////////////////////////////////////////////////// +// END lightmap +///////////////////////////////////////////////////////////////////// + + fragColor.rgb = fog_Func(fragColor.rgb, fogType); + gl_FragColor = fragColor; +} \ No newline at end of file diff --git a/Shaders/ubershader.vert b/Shaders/ubershader.vert new file mode 100644 index 000000000..a97a01931 --- /dev/null +++ b/Shaders/ubershader.vert @@ -0,0 +1,108 @@ +// -*- mode: C; -*- +// Licence: GPL v2 +// © 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 float alpha; + +attribute vec3 tangent; +attribute vec3 binormal; + +uniform float pitch; +uniform float roll; +uniform float hdg; +uniform int refl_dynamic; +uniform int nmap_enabled; +uniform int shader_qual; + +//////Fog Include/////////// +uniform int fogType; +void fog_Func(int type); +//////////////////////////// + +void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat) +{ + rotmat = mat4( cosRy , sinRx * sinRy, cosRx * sinRy , 0.0, + 0.0 , cosRx , -sinRx * cosRx, 0.0, + -sinRy, sinRx * cosRy, cosRx * cosRy , 0.0, + 0.0 , 0.0 , 0.0 , 1.0 ); +} + +void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat) +{ + rotmat = mat4( cosRz, -sinRz, 0.0, 0.0, + sinRz, cosRz , 0.0, 0.0, + 0.0 , 0.0 , 1.0, 0.0, + 0.0 , 0.0 , 0.0, 1.0 ); +} + +void main(void) +{ + rawpos = gl_Vertex.xyz; + vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; + fog_Func(fogType); + + VNormal = normalize(gl_NormalMatrix * gl_Normal); + if (nmap_enabled > 0 && shader_qual > 1){ + VTangent = normalize(gl_NormalMatrix * tangent); + VBinormal = normalize(gl_NormalMatrix * binormal); + } else { + VTangent = vec3(0.0); + VBinormal = vec3 (0.0); + } + vec3 n = normalize(gl_Normal); + vec3 t = cross(n, vec3(1.0,0.0,0.0)); + vec3 b = cross(n,t); + + // Super hack: if diffuse material alpha is less than 1, assume a + // transparency animation is at work + if (gl_FrontMaterial.diffuse.a < 1.0) + alpha = gl_FrontMaterial.diffuse.a; + else + alpha = gl_Color.a; + + // Vertex in eye coordinates + vec3 vertVec = ecPosition.xyz; + vViewVec.x = dot(t, vertVec); + vViewVec.y = dot(b, vertVec); + vViewVec.z = dot(n, vertVec); + + // calculate the reflection vector + vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0); + vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz; + if (refl_dynamic > 0){ + //prepare rotation matrix + mat4 RotMatPR; + mat4 RotMatH; + float _roll = roll; + if (_roll>90.0 || _roll < -90.0) + { + _roll = -_roll; + } + float cosRx = cos(radians(_roll)); + float sinRx = sin(radians(_roll)); + float cosRy = cos(radians(-pitch)); + float sinRy = sin(radians(-pitch)); + float cosRz = cos(radians(hdg)); + float sinRz = sin(radians(hdg)); + rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR); + rotationMatrixH(sinRz, cosRz, RotMatH); + vec3 reflVec_dyn = (RotMatH * (RotMatPR * normalize(gl_ModelViewMatrixInverse * reflect_eye))).xyz; + + reflVec = reflVec_dyn; + } else { + reflVec = reflVec_stat; + } + + gl_FrontColor = gl_FrontMaterial.emission + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); + + gl_Position = ftransform(); + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +}