Consolidate Fresnel and rainbow look-up textures. Reinstate Rainbow effect in ALS shader
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
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646a74f915
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3 changed files with 12 additions and 12 deletions
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@ -18,8 +18,7 @@ uniform sampler2D BaseTex;
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uniform sampler2D NormalTex;
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uniform sampler2D LightMapTex;
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uniform sampler2D ReflMapTex;
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uniform sampler2D ReflFresnelTex;
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uniform sampler2D ReflRainbowTex;
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uniform sampler2D ReflGradientsTex;
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uniform sampler3D ReflNoiseTex;
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uniform int nmap_enabled;
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@ -93,8 +92,8 @@ void main (void)
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vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal));
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vec3 viewVec = normalize(vViewVec);
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float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color
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vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
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vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0));
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vec4 fresnel = texture2D(ReflGradientsTex, vec2(v, 0.75));
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vec4 rainbow = texture2D(ReflGradientsTex, vec2(v, 0.25));
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vec4 color = gl_Color;// * gl_FrontMaterial.diffuse;
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float specular = dot((gl_FrontMaterial.specular * nmap.a).rgb, vec3( 0.3, 0.59, 0.11 ));
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@ -20,8 +20,9 @@ varying float alpha;
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uniform sampler2D BaseTex;
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uniform sampler2D LightMapTex;
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uniform sampler2D NormalTex;
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uniform sampler2D ReflFresnelTex;
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uniform sampler2D ReflMapTex;
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uniform sampler2D ReflGradientsTex;
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//uniform sampler2D ReflFresnelTex;
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//uniform sampler2D ReflRainbowTex;
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uniform sampler3D ReflNoiseTex;
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uniform samplerCube Environment;
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@ -229,8 +230,8 @@ void main (void)
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vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal));
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vec3 viewVec = normalize(vViewVec);
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float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color
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vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
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//vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0));
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vec4 fresnel = texture2D(ReflGradientsTex, vec2(v, 0.75));
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vec4 rainbow = texture2D(ReflGradientsTex, vec2(v, 0.25));
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float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz)));
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float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz)));
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@ -275,7 +276,8 @@ void main (void)
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reflFactor = clamp(reflFactor, 0.0, 1.0);
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// add fringing fresnel and rainbow effects and modulate by reflection
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vec4 reflcolor = reflection;//mix(reflection, rainbow, refl_rainbow * v);
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vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v);
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//vec4 reflcolor = reflection;
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reflcolor += Specular * nmap.a;
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vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v);
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vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise);
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@ -17,9 +17,8 @@ varying float alpha;
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uniform sampler2D BaseTex;
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uniform sampler2D LightMapTex;
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uniform sampler2D NormalTex;
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uniform sampler2D ReflFresnelTex;
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uniform sampler2D ReflGradientsTex;
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uniform sampler2D ReflMapTex;
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uniform sampler2D ReflRainbowTex;
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uniform sampler3D ReflNoiseTex;
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uniform samplerCube Environment;
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@ -86,8 +85,8 @@ void main (void)
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vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal));
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vec3 viewVec = normalize(vViewVec);
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float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color
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vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
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vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0));
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vec4 fresnel = texture2D(ReflGradientsTex, vec2(v, 0.75));
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vec4 rainbow = texture2D(ReflGradientsTex, vec2(v, 0.25));
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float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz)));
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float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz)));
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