1
0
Fork 0

Add tiling factor and dirt overlay

Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
Vivian Meazza 2011-12-10 09:40:19 +00:00
parent 8c7e5b79cc
commit 9ba4c53271

View file

@ -25,11 +25,13 @@ uniform sampler3D ReflNoiseTex;
uniform int nmap_enabled;
uniform int nmap_dds;
uniform int nmap_tile;
uniform int refl_enabled;
uniform int refl_map;
uniform int lightmap_enabled;
uniform int lightmap_multi;
uniform int shader_qual;
uniform int dirt_enabled;
uniform float lightmap_r_factor;
uniform float lightmap_g_factor;
@ -40,12 +42,15 @@ uniform float refl_fresnel;
uniform float refl_rainbow;
uniform float refl_noise;
uniform float amb_correction;
uniform float dirt_factor;
uniform vec3 lightmap_r_color;
uniform vec3 lightmap_g_color;
uniform vec3 lightmap_b_color;
uniform vec3 lightmap_a_color;
uniform vec3 dirt_color;
///fog include//////////////////////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
@ -54,10 +59,9 @@ vec3 fog_Func(vec3 color, int type);
void main (void)
{
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st);
vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * nmap_tile);
vec4 reflmap = texture2D(ReflMapTex, gl_TexCoord[0].st);
vec4 noisevec = texture3D(ReflNoiseTex, rawpos.xyz);
vec4 reflection = textureCube(Environment, reflVec);
vec4 lightmapTexel = texture2D(LightMapTex, gl_TexCoord[0].st);
vec3 mixedcolor;
@ -74,6 +78,7 @@ void main (void)
N = normalize(VNormal);
}
///END bump
vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal));
vec3 viewVec = normalize(vViewVec);
float v = dot(viewVec, normalize(VNormal));// Map a rainbowish color
vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
@ -81,6 +86,11 @@ void main (void)
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)));
//glare on the backside of tranparent objects
if ((gl_FrontMaterial.diffuse.a < 1.0 || texel.a < 1.0) && dot(N, normalize(gl_LightSource[0].position.xyz)) < 0.0) {
nDotVP = max(0.0, dot(-N, normalize(gl_LightSource[0].position.xyz)));
nDotHV = max(0.0, dot(-N, normalize(gl_LightSource[0].halfVector.xyz)));
}
if (nDotVP == 0.0)
pf = 0.0;
@ -93,9 +103,10 @@ void main (void)
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
color += Specular * gl_FrontMaterial.specular * nmap.a;
color = clamp( color, 0.0, 1.0 );
//////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
//BEGIN reflect
//////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
if (refl_enabled > 0 && shader_qual > 0){
float reflFactor;
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
@ -124,9 +135,9 @@ void main (void)
} else {
mixedcolor = texel.rgb;
}
///////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
//END reflect
///////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
// set ambient adjustment to remove bluiness with user input
float ambient_offset = clamp(amb_correction, -1.0, 1.0);
@ -135,6 +146,20 @@ void main (void)
color.a = texel.a * alpha;
vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a);
//////////////////////////////////////////////////////////////////////
//begin DIRT
//////////////////////////////////////////////////////////////////////
if (dirt_enabled > 0.0){
vec3 dirtColor = dirt_color * noisevec.rgb;
float dirtFactor = reflmap.r * dirt_factor;
dirtFactor = smoothstep(0.0, 1.0, dirtFactor);
fragColor.rgb = mix(fragColor.rgb, dirtColor, dirtFactor);
}
//////////////////////////////////////////////////////////////////////
//END Dirt
//////////////////////////////////////////////////////////////////////
fragColor += Specular * nmap.a;
//////////////////////////////////////////////////////////////////////