diff --git a/Effects/model-combined-deferred.eff b/Effects/model-combined-deferred.eff
index db206c140..afe26e7e8 100644
--- a/Effects/model-combined-deferred.eff
+++ b/Effects/model-combined-deferred.eff
@@ -49,9 +49,12 @@ the objects that use it, and replaces it with the default shader.
ambient-and-diffuse
+ back
- Shaders/deferred-gbuffer.vert
- Shaders/deferred-gbuffer.frag
+ Shaders/ubershader.vert
+ Shaders/ubershader-gbuffer.frag
+
diff --git a/Shaders/ubershader-gbuffer.frag b/Shaders/ubershader-gbuffer.frag
new file mode 100644
index 000000000..489fc2d7d
--- /dev/null
+++ b/Shaders/ubershader-gbuffer.frag
@@ -0,0 +1,182 @@
+// -*- mode: C; -*-
+// Licence: GPL v2
+// Authors: Frederic Bouvier and Gijs de Rooy
+// with major additions and revisions by
+// Emilian Huminiuc and Vivian Meazza 2011
+
+varying vec3 rawpos;
+varying vec3 VNormal;
+varying vec3 VTangent;
+varying vec3 VBinormal;
+varying vec3 vViewVec;
+varying vec3 reflVec;
+
+varying float alpha;
+
+uniform samplerCube Environment;
+uniform sampler2D BaseTex;
+uniform sampler2D NormalTex;
+uniform sampler2D LightMapTex;
+uniform sampler2D ReflMapTex;
+uniform sampler2D ReflFresnelTex;
+uniform sampler2D ReflRainbowTex;
+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 int dirt_multi;
+
+uniform float lightmap_r_factor;
+uniform float lightmap_g_factor;
+uniform float lightmap_b_factor;
+uniform float lightmap_a_factor;
+uniform float refl_correction;
+uniform float refl_fresnel;
+uniform float refl_rainbow;
+uniform float refl_noise;
+uniform float amb_correction;
+uniform float dirt_r_factor;
+uniform float dirt_g_factor;
+uniform float dirt_b_factor;
+
+uniform vec3 lightmap_r_color;
+uniform vec3 lightmap_g_color;
+uniform vec3 lightmap_b_color;
+uniform vec3 lightmap_a_color;
+
+uniform vec3 dirt_r_color;
+uniform vec3 dirt_g_color;
+uniform vec3 dirt_b_color;
+
+//uniform vec4 fg_SunAmbientColor;
+
+///fog include//////////////////////
+uniform int fogType;
+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 * nmap_tile);
+ vec4 reflmap = texture2D(ReflMapTex, gl_TexCoord[0].st);
+ vec4 noisevec = texture3D(ReflNoiseTex, rawpos.xyz);
+ vec4 lightmapTexel = texture2D(LightMapTex, gl_TexCoord[0].st);
+
+ vec3 mixedcolor;
+ vec3 ambient = vec3(0.85,0.85,0.9);//placeholder for sun ambient
+ //vec3 ambient = fg_SunAmbientColor.rgb;
+ vec3 N;
+ vec3 dotN;
+ float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb, vec3( 0.3, 0.59, 0.11 ) );
+ float pf;
+
+///BEGIN bump
+ if (nmap_enabled > 0 && shader_qual > 2){
+ N = nmap.rgb * 2.0 - 1.0;
+ N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
+ if (nmap_dds > 0)
+ N = -N;
+ } else {
+ N = normalize(VNormal);
+ }
+ vec2 eyeN = (N.xy + vec2(1.0,1.0))*0.5;
+///END bump
+ vec4 reflection = textureCube(Environment, reflVec * N);
+ vec3 viewVec = normalize(vViewVec);
+ float v = dot(viewVec, normalize(VNormal));// Map a rainbowish color
+ vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
+ vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0));
+ vec4 color = gl_Color + gl_FrontMaterial.diffuse;
+ float specular = dot((gl_FrontMaterial.specular * nmap.a).rgb, vec3( 0.3, 0.59, 0.11 ));
+
+////////////////////////////////////////////////////////////////////
+//BEGIN reflect
+////////////////////////////////////////////////////////////////////
+ if (refl_enabled > 0 && shader_qual > 1){
+ float reflFactor;
+ float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
+ if(refl_map > 0){
+ // map the shininess of the object with user input
+ reflFactor = reflmap.a + transparency_offset;
+ } else if (nmap_enabled > 0) {
+ // set the reflectivity proportional to shininess with user input
+ reflFactor = (gl_FrontMaterial.shininess / 128.0) * nmap.a + transparency_offset;
+ } else {
+ reflFactor = gl_FrontMaterial.shininess/128.0 + transparency_offset;
+ }
+ reflFactor = clamp(reflFactor, 0.0, 1.0);
+
+ // add fringing fresnel and rainbow effects and modulate by reflection
+ vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v);
+ vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v);
+ vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise);
+ vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
+ mixedcolor = mix(texel, raincolor, reflFactor).rgb;
+ } else {
+ mixedcolor = texel.rgb;
+ }
+ /////////////////////////////////////////////////////////////////////
+ //END reflect
+ /////////////////////////////////////////////////////////////////////
+
+ //////////////////////////////////////////////////////////////////////
+ //begin DIRT
+ //////////////////////////////////////////////////////////////////////
+ if (dirt_enabled > 0.0){
+ float dirtFactorR = reflmap.r * dirt_r_factor;
+ dirtFactorR = smoothstep(0.0, 1.0, dirtFactorR);
+ mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, dirtFactorR);
+ if (dirt_multi > 0) {
+ float dirtFactorG = reflmap.g * dirt_g_factor;
+ float dirtFactorB = reflmap.b * dirt_b_factor;
+ dirtFactorG = smoothstep(0.0, 1.0, dirtFactorG);
+ dirtFactorB = smoothstep(0.0, 1.0, dirtFactorB);
+ mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, dirtFactorG);
+ mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, dirtFactorB);
+ }
+ }
+ //////////////////////////////////////////////////////////////////////
+ //END Dirt
+ //////////////////////////////////////////////////////////////////////
+
+
+ // set ambient adjustment to remove bluiness with user input
+ float ambient_offset = clamp(amb_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);
+
+ color.a = texel.a * alpha;
+ //vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb, color.a);
+ vec4 fragColor = vec4(color.rgb * mixedcolor, color.a);
+
+//////////////////////////////////////////////////////////////////////
+// BEGIN lightmap
+//////////////////////////////////////////////////////////////////////
+ if ( lightmap_enabled >= 1 ) {
+ vec3 lightmapcolor;
+ if (lightmap_multi >0 ){
+ lightmapcolor = lightmap_r_color * lightmap_r_factor * lightmapTexel.r +
+ lightmap_g_color * lightmap_g_factor * lightmapTexel.g +
+ lightmap_b_color * lightmap_b_factor * lightmapTexel.b +
+ lightmap_a_color * lightmap_a_factor * lightmapTexel.a ;
+ } else {
+ lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmap_r_factor;
+ }
+ fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor);
+ }
+//////////////////////////////////////////////////////////////////////
+// END lightmap
+/////////////////////////////////////////////////////////////////////
+
+ gl_FragData[0]=vec4(eyeN, 0.0, 1.0);
+ gl_FragData[1]=vec4(fragColor.rgb,1.0/255.0);
+ gl_FragData[2]=vec4(specular, gl_FrontMaterial.shininess/255.0, emission, 1.0);
+}
\ No newline at end of file