Make runway shader work with Rembrandt
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
This commit is contained in:
parent
4bf1738cd7
commit
333d70aeca
3 changed files with 463 additions and 39 deletions
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@ -85,6 +85,332 @@
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<tangent type="int">6</tangent>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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<binormal type="int">7</binormal>
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</generate>
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</generate>
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<technique n="8">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/generic</property>
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<property>/sim/rendering/rembrandt/enabled</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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<extension-supported>GL_EXT_gpu_shader4</extension-supported>
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</and>
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</predicate>
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<pass>
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<texture-unit>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[1]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<image>
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<use>texture[8]/image</use>
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</image>
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<filter>
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<use>texture[8]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[8]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[8]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<type>noise</type>
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</texture-unit>
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<texture-unit>
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<unit>4</unit>
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<image>
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<use>texture[4]/image</use>
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</image>
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<filter>
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<use>texture[4]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[4]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[4]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[4]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>5</unit>
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<type>
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<use>texture[5]/type</use>
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</type>
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<!-- use this form for a cube cross -->
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<!--<image>
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<use>texture[5]/image</use>
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</image>-->
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<!-- use this form for a 6 image cube map -->
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<images>
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<use>texture[5]/images</use>
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</images>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<type>
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<use>texture[6]/type</use>
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</type>
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<image>
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<use>texture[6]/image</use>
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</image>
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<filter>
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<use>texture[6]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[6]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[6]/wrap-t</use>
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</wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>7</unit>
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<type>
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<use>texture[7]/type</use>
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</type>
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<image>
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<use>texture[7]/image</use>
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</image>
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<filter>
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<use>texture[7]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[7]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[7]/wrap-t</use>
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</wrap-t>
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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<lighting>false</lighting>
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<material>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>ambient-and-diffuse</color-mode>
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</material>
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<cull-face>back</cull-face>
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<program>
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<vertex-shader>Shaders/reflect-bump-spec.vert</vertex-shader>
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<fragment-shader>Shaders/runway-gbuffer.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>
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</program>
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<uniform>
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<name>BaseTex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>Map</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>Noise</name>
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<type>sampler-3d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>NormalTex</name>
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<type>sampler-2d</type>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>Environment</name>
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<type>sampler-cube</type>
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<value type="int">5</value>
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</uniform>
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<uniform>
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<name>Rainbow</name>
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<type>sampler-2d</type>
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<value type="int">6</value>
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</uniform>
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<uniform>
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<name>Fresnel</name>
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<type>sampler-2d</type>
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<value type="int">7</value>
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</uniform>
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<!-- set the amount of fringing colour 0.0 - 1.0 -->
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<uniform>
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<name>rainbowiness</name>
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<type>float</type>
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<value>
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<use>rainbowiness</use>
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</value>
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</uniform>
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<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
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<uniform>
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<name>fresneliness</name>
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<type>float</type>
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<value>
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<use>fresneliness</use>
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</value>
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</uniform>
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<!-- set the amount of noisiness 0.0 - 1.0 -->
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<uniform>
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<name>noisiness</name>
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<type>float</type>
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<value>
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<use>noisiness</use>
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</value>
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</uniform>
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<!-- The reflection is set proportional to the shininess of the material.
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The amount of reflection may be adjusted by the use of this correction
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-1.0 (fully transparent)- 1.0 (fully opaque) -->
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<uniform>
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<name>spec_adjust</name>
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<type>float</type>
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<value>
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<use>wetness</use>
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</value>
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</uniform>
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<!-- set the amount of ambient light correction 0.0 - 1.0 -->
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<uniform>
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<name>ambient_correction</name>
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<type>float</type>
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<value>
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<use>ambient_correction</use>
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</value>
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</uniform>
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<!-- use a reflection map-->
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<uniform>
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<name>reflect_map</name>
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<type>float</type>
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<value>
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<use>reflect_map</use>
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</value>
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</uniform>
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<!-- normalmap is .dds-->
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<uniform>
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<name>normalmap_dds</name>
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<type>float</type>
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<value>
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<use>normalmap_dds</use>
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</value>
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</uniform>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value>
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<use>avisibility</use>
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</value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value>
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<use>lthickness</use>
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</value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value>
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<use>scattering</use>
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</value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value>
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<use>terminator</use>
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</value>
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</uniform>
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<uniform>
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<name>fogType</name>
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<type>int</type>
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<value>
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<use>fogtype</use>
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</value>
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</uniform>
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</pass>
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</technique>
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<technique n="9">
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<technique n="9">
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<predicate>
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<predicate>
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<and>
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<and>
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@ -232,7 +558,7 @@
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<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
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<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
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<vertex-shader n="1">Shaders/reflect-bump-spec.vert</vertex-shader>
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<vertex-shader n="1">Shaders/reflect-bump-spec.vert</vertex-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/runway-reflect-bump-spec.frag</fragment-shader>
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<fragment-shader n="1">Shaders/runway.frag</fragment-shader>
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<attribute>
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<attribute>
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<name>tangent</name>
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<name>tangent</name>
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<index>6</index>
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<index>6</index>
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107
Shaders/runway-gbuffer.frag
Normal file
107
Shaders/runway-gbuffer.frag
Normal file
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@ -0,0 +1,107 @@
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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 vec4 Diffuse;
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varying float alpha;
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//varying float fogCoord;
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uniform samplerCube Environment;
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uniform sampler2D Rainbow;
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uniform sampler2D BaseTex;
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uniform sampler2D Fresnel;
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uniform sampler2D Map;
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uniform sampler2D NormalTex;
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uniform sampler3D Noise;
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uniform float spec_adjust;
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uniform float rainbowiness;
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uniform float fresneliness;
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uniform float noisiness;
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uniform float ambient_correction;
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uniform float normalmap_dds;
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void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);
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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 * 8.0);
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vec4 map = texture2D(Map, gl_TexCoord[0].st * 8.0);
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vec4 specNoise = texture3D(Noise, rawpos.xyz * 0.0045);
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vec4 noisevec = texture3D(Noise, rawpos.xyz);
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vec3 ambient = vec3(0.85,0.85,0.9);//placeholder for sun ambient
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vec3 N;
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float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
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vec3( 0.3, 0.59, 0.11 ) );
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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 (normalmap_dds > 0)
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N = -N;
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// calculate the specular light
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float refl_correction = spec_adjust * 1.9 - 1.0;
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float shininess = max (0.35, refl_correction) * nmap.a;
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float specular = dot(vec3(0.5*shininess), vec3( 0.3, 0.59, 0.11 ));
|
||||||
|
|
||||||
|
vec4 color = vec4(1.0);
|
||||||
|
|
||||||
|
color.a = texel.a * alpha;
|
||||||
|
color = clamp(color, 0.0, 1.0);
|
||||||
|
|
||||||
|
vec3 viewVec = normalize(vViewVec);
|
||||||
|
|
||||||
|
// Map a rainbowish color
|
||||||
|
float v = 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);
|
||||||
|
vec3 ambient_Correction = vec3(ambient.rg, ambient.b * 0.6) * 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);
|
||||||
|
|
||||||
|
vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
|
||||||
|
vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness);
|
||||||
|
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
|
||||||
|
|
||||||
|
vec4 mixedcolor = mix(texel, raincolor, reflFactor);
|
||||||
|
|
||||||
|
// the final reflection
|
||||||
|
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction, color.a);
|
||||||
|
|
||||||
|
encode_gbuffer(N, fragColor.rgb, 1, specular, shininess, emission, gl_FragCoord.z);
|
||||||
|
}
|
|
@ -45,53 +45,46 @@ void main (void)
|
||||||
//vec3 halfV;
|
//vec3 halfV;
|
||||||
//float NdotL, NdotHV;
|
//float NdotL, NdotHV;
|
||||||
|
|
||||||
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
|
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
|
||||||
vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * 8.0);
|
vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * 8.0);
|
||||||
vec4 map = texture2D(Map, 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 specNoise = texture3D(Noise, rawpos.xyz * 0.0045);
|
||||||
vec4 noisevec = texture3D(Noise, rawpos.xyz);
|
vec4 noisevec = texture3D(Noise, rawpos.xyz);
|
||||||
|
|
||||||
vec3 lightDir = gl_LightSource[0].position.xyz;
|
vec3 lightDir = gl_LightSource[0].position.xyz;
|
||||||
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
|
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
|
||||||
vec3 N;
|
vec3 N;
|
||||||
float pf;
|
float pf;
|
||||||
|
|
||||||
// vec4 color = gl_Color;
|
N = nmap.rgb * 2.0 - 1.0;
|
||||||
//vec4 specular = vec4(0.0);
|
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
|
||||||
|
if (normalmap_dds > 0)
|
||||||
N = nmap.rgb * 2.0 - 1.0;
|
N = -N;
|
||||||
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
|
|
||||||
if (normalmap_dds > 0)
|
|
||||||
N = -N;
|
|
||||||
|
|
||||||
|
|
||||||
// calculate the specular light
|
// calculate the specular light
|
||||||
float refl_correction = spec_adjust * 1.9 - 1.0;
|
float refl_correction = spec_adjust * 1.9 - 1.0;
|
||||||
float shininess = max (0.35, refl_correction);
|
float shininess = max (0.35, refl_correction);
|
||||||
float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz)));
|
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)));
|
float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz)));
|
||||||
|
|
||||||
if (nDotVP == 0.0)
|
if (nDotVP == 0.0)
|
||||||
pf = 0.0;
|
pf = 0.0;
|
||||||
else
|
else
|
||||||
pf = pow(nDotHV, /*gl_FrontMaterial.*/shininess);
|
pf = pow(nDotHV, /*gl_FrontMaterial.*/shininess);
|
||||||
|
|
||||||
vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP;
|
vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP;
|
||||||
vec4 Specular = /*gl_FrontMaterial.specular*/ vec4(vec3(0.5*shininess), 1.0)* gl_LightSource[0].specular * pf;
|
vec4 Specular = vec4(vec3(0.5*shininess), 1.0)* gl_LightSource[0].specular * pf;
|
||||||
|
|
||||||
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
|
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
|
||||||
color += Specular * /*gl_FrontMaterial.specular*/ vec4(vec3(0.5*shininess), 1.0) * nmap.a;
|
color += Specular * vec4(vec3(0.5*shininess), 1.0) * nmap.a;
|
||||||
|
|
||||||
//color.a = alpha;
|
|
||||||
|
|
||||||
//vec4 texelcolor = color * texel + specular;
|
|
||||||
color.a = texel.a * alpha;
|
color.a = texel.a * alpha;
|
||||||
color = clamp(color, 0.0, 1.0);
|
color = clamp(color, 0.0, 1.0);
|
||||||
|
|
||||||
vec3 viewVec = normalize(vViewVec);
|
vec3 viewVec = normalize(vViewVec);
|
||||||
|
|
||||||
// Map a rainbowish color
|
// Map a rainbowish color
|
||||||
float v = dot(viewVec, normalize(VNormal));
|
float v = dot(viewVec, normalize(VNormal));
|
||||||
vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
|
vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
|
||||||
|
|
||||||
// Map a fresnel effect
|
// Map a fresnel effect
|
||||||
|
@ -105,14 +98,12 @@ void main (void)
|
||||||
float transparency_offset = clamp(refl_correction, -1.0, 1.0);
|
float transparency_offset = clamp(refl_correction, -1.0, 1.0);
|
||||||
float reflFactor = 0.0;
|
float reflFactor = 0.0;
|
||||||
|
|
||||||
//vec4 specNoise1 = texture3D(Noise, rawpos.xyz*0.001);
|
float MixFactor = specNoise.r * specNoise.g * specNoise.b * 350.0;
|
||||||
|
|
||||||
float MixFactor = specNoise.r * specNoise.g * specNoise.b * 350.0;
|
MixFactor = 0.75 * smoothstep(0.0, 1.0, MixFactor);
|
||||||
//MixFactor *= specNoise1.r;
|
|
||||||
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 = max(map.a * (texel.r + texel.g), 1.0 - MixFactor) * (1.0- N.z) + transparency_offset ;
|
||||||
//reflFactor = clamp(reflFactor, 0.0, 0.75);
|
|
||||||
reflFactor =0.75 * smoothstep(0.05, 1.0, reflFactor);
|
reflFactor =0.75 * smoothstep(0.05, 1.0, reflFactor);
|
||||||
|
|
||||||
// set ambient adjustment to remove bluiness with user input
|
// set ambient adjustment to remove bluiness with user input
|
||||||
|
@ -122,17 +113,17 @@ void main (void)
|
||||||
|
|
||||||
// add fringing fresnel and rainbow effects and modulate by reflection
|
// add fringing fresnel and rainbow effects and modulate by reflection
|
||||||
vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v);
|
vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v);
|
||||||
reflcolor += Specular * nmap.a;
|
reflcolor += Specular * nmap.a;
|
||||||
vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
|
vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
|
||||||
vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness);
|
vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness);
|
||||||
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
|
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
|
||||||
raincolor += Specular * nmap.a;
|
raincolor += Specular * nmap.a;
|
||||||
|
|
||||||
vec4 mixedcolor = mix(texel, raincolor, reflFactor);
|
vec4 mixedcolor = mix(texel, raincolor, reflFactor);
|
||||||
|
|
||||||
// the final reflection
|
// the final reflection
|
||||||
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb, color.a);
|
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb, color.a);
|
||||||
fragColor += Specular * nmap.a;
|
fragColor += Specular * nmap.a;
|
||||||
|
|
||||||
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
|
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
|
||||||
gl_FragColor = fragColor;
|
gl_FragColor = fragColor;
|
Loading…
Reference in a new issue