Improve runway reflection shader by Emilian H.
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1 changed files with 16 additions and 13 deletions
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@ -50,16 +50,17 @@ void main (void)
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if (normalmap_dds > 0)
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N = -N;
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float nFactor = 1.0 - N.z;
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float lightness = dot(texel.rgb, vec3( 0.3, 0.59, 0.11 ));
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float nFactor = 1.0 - N.z;
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float lightness = dot(texel.rgb, vec3( 0.3, 0.59, 0.11 ));
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// calculate the specular light
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float refl_correction = spec_adjust * 2.5 - 1.0;
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float shininess = max (0.35, refl_correction) * nmap.a * nFactor;
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float specular = dot(vec3(1.0) * lightness , vec3( 0.3, 0.59, 0.11 )) * nFactor;
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float specular = dot(vec3(1.0) * lightness , vec3( 0.3, 0.59, 0.11 )) * nFactor;
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vec4 color = vec4(1.0);
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vec4 color = vec4(1.0);
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color.a = texel.a * alpha;
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color = clamp(color, 0.0, 1.0);
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@ -67,7 +68,7 @@ void main (void)
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vec3 viewVec = normalize(vViewVec);
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// Map a rainbowish color
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float v = abs(dot(viewVec, normalize(VNormal)));
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float v = abs(dot(viewVec, normalize(VNormal)));
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vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
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// Map a fresnel effect
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@ -81,9 +82,9 @@ void main (void)
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float transparency_offset = clamp(refl_correction, -1.0, 1.0);
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float reflFactor = 0.0;
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float MixFactor = specNoise.r * specNoise.g * specNoise.b * 350.0;
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float MixFactor = specNoise.r * specNoise.g * specNoise.b * 350.0;
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MixFactor = 0.75 * smoothstep(0.0, 1.0, MixFactor);
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MixFactor = 0.75 * smoothstep(0.0, 1.0, MixFactor);
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reflFactor = max(map.a * (texel.r + texel.g), 1.0 - MixFactor) * nFactor + transparency_offset ;
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reflFactor =0.75 * smoothstep(0.05, 1.0, reflFactor);
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@ -98,12 +99,14 @@ void main (void)
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vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
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vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness);
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vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0) * nFactor;
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vec4 mixedcolor = mix(texel, raincolor * (1.0 - refl_correction * (1.0 - lightness)), reflFactor);
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vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0) * nFactor;
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vec4 mixedcolor = mix(texel, raincolor * (1.0 - refl_correction * (1.0 - lightness)), reflFactor);
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// the final reflection
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vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction * nFactor, color.a);
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vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction * nFactor, color.a);
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float doWater = step(0.1, reflFactor);
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int matIndex = int(doWater) * 253 + 1;
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shininess += doWater * reflFactor * 240.0;
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encode_gbuffer(N, fragColor.rgb, 1, specular, shininess, emission, gl_FragCoord.z);
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encode_gbuffer(N, fragColor.rgb, matIndex, specular, shininess, emission, gl_FragCoord.z);
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}
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