diff --git a/Shaders/runway-reflect-bump-spec.frag b/Shaders/runway-reflect-bump-spec.frag index 30b6a8db6..77263b807 100644 --- a/Shaders/runway-reflect-bump-spec.frag +++ b/Shaders/runway-reflect-bump-spec.frag @@ -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; } \ No newline at end of file