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Add puddles

Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
Vivian Meazza 2011-12-10 09:41:14 +00:00
parent 9ba4c53271
commit 80562f73d0

View file

@ -1,6 +1,6 @@
// -*- mode: C; -*-
// Licence: GPL v2
// © Emilian Huminiuc and Vivian Meazza 2011
// © Emilian Huminiuc and Vivian Meazza 2011
#version 120
@ -8,7 +8,6 @@ varying vec3 rawpos;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 Normal;
varying vec3 vViewVec;
varying vec3 reflVec;
@ -29,117 +28,112 @@ uniform float rainbowiness;
uniform float fresneliness;
uniform float noisiness;
uniform float ambient_correction;
uniform float reflect_map;
uniform float normalmap_dds;
//uniform int fogType;
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
////fog "include" /////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
//////////////////////
vec3 fog_Func(vec3 color, int type);
void main (void)
{
vec3 halfV;
float NdotL, NdotHV;
//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;
// vec4 color = gl_Color;
//vec4 specular = vec4(0.0);
vec4 color = gl_Color;
vec4 specular = vec4(0.0);
vec4 ns = texture2D(NormalTex, gl_TexCoord[0].st * 16.0);
vec3 n = ns.rgb * 2.0 - 1.0;
n = normalize(n.x * VTangent + n.y * VBinormal + n.z * VNormal);
N = nmap.rgb * 2.0 - 1.0;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
if (normalmap_dds > 0)
N = -N;
//fix dds normal
if (normalmap_dds > 0.0) {
n = -n;
}
NdotL = max(0.0, dot(n, lightDir));
// calculate the specular light
if (NdotL > 0.0) {
color += Diffuse * NdotL;
halfV = normalize(halfVector);
NdotHV = max(dot(n, halfV), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = (gl_FrontMaterial.specular.rgb * ns.a
* gl_LightSource[0].specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess + 128 * spec_adjust));
}
float refl_correction = spec_adjust * 1.9 - 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 = /*gl_FrontMaterial.specular*/ vec4(vec3(0.5*shininess), 1.0)* gl_LightSource[0].specular * pf;
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
color += Specular * /*gl_FrontMaterial.specular*/ vec4(vec3(0.5*shininess), 1.0) * nmap.a;
//color.a = alpha;
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
//vec4 texelcolor = color * texel + specular;
color.a = texel.a * alpha;
color = clamp(color, 0.0, 1.0);
// calculate the fog factor
//const float LOG2 = 1.442695;
//float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
//fogFactor = clamp(fogFactor, 0.0, 1.0);
//if(gl_Fog.density == 1.0)
// fogFactor=1.0;
vec3 normal = normalize(VNormal);
vec3 viewVec = normalize(vViewVec);
// Map a rainbowish color
float v = dot(viewVec, normal);
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);
vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal));
float refl_correction = spec_adjust * 1.7 - 1.0;
// set the user shininess offset
float transparency_offset = clamp(refl_correction, -1.0, 1.0);
float reflFactor = 0.0;
vec4 map = texture2D(Map, gl_TexCoord[0].st * 8.0);
if(reflect_map > 0.0){
// map the shininess of the object with user input
//float pam = (map.a * -2) + 1; //reverse map
reflFactor = map.a *(1.0- n.z) + transparency_offset;
} else {
// set the reflectivity proportional to shininess with user input
reflFactor = (gl_FrontMaterial.shininess / 128.0) + transparency_offset;
}
//vec4 specNoise1 = texture3D(Noise, rawpos.xyz*0.001);
reflFactor = clamp(reflFactor, 0.0, 0.75);
float MixFactor = specNoise.r * specNoise.g * specNoise.b * 350.0;
//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 = clamp(reflFactor, 0.0, 0.75);
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);
// map noise vector
vec4 noisevec = texture3D(Noise, rawpos.xyz);
// add fringing fresnel and rainbow effects and modulate by reflection
vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v);
reflcolor += Specular * nmap.a;
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;
vec4 mixedcolor = mix(texel, raincolor, reflFactor);
// the final reflection
vec4 reflColor = vec4(color.rgb * mixedcolor.rgb + specular.rgb + ambient_Correction.rgb, color.a);
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb, color.a);
fragColor += Specular * nmap.a;
reflColor = clamp(reflColor, 0.0, 1.0);
vec4 fragColor = reflColor;
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;
}