// -*- mode: C; -*- // Licence: GPL v2 // Author: Vivian Meazza. #version 120 varying vec3 rawpos; varying vec3 VNormal; varying vec3 VTangent; varying vec3 VBinormal; varying vec3 Normal; varying vec3 vViewVec; varying vec3 reflVec; varying vec4 Diffuse; varying float alpha; varying float fogCoord; uniform samplerCube Environment; uniform sampler2D Rainbow; uniform sampler2D BaseTex; uniform sampler2D Fresnel; uniform sampler2D Map; uniform sampler2D NormalTex; uniform sampler3D Noise; uniform float refl_correction; uniform float rainbowiness; uniform float fresneliness; uniform float noisiness; uniform float ambient_correction; uniform float reflect_map; void main (void) { vec3 halfV; float NdotL, NdotHV; vec3 lightDir = gl_LightSource[0].position.xyz; vec3 halfVector = gl_LightSource[0].halfVector.xyz; vec4 color = gl_Color; vec4 specular = vec4(0.0); vec4 ns = texture2D(NormalTex, gl_TexCoord[0].st); vec3 n = ns.rgb * 2.0 - 1.0; n = normalize(n.x * VTangent + n.y * VBinormal + n.z * VNormal); 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)); } color.a = alpha; color = clamp(color, 0.0, 1.0); vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st); vec4 texelcolor = color * texel + specular; // 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); 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); // set the user shininess offse float transparency_offset = clamp(refl_correction, -1.0, 1.0); float reflFactor = 0.0; if(reflect_map > 0.0){ // map the shininess of the object with user input vec4 map = texture2D(Map, gl_TexCoord[0].st); //float pam = (map.a * -2) + 1; //reverse map reflFactor = map.a + transparency_offset; } else { // set the reflectivity proportional to shininess with user input reflFactor = (gl_FrontMaterial.shininess / 128.0) * ns.a + transparency_offset; } reflFactor = clamp(reflFactor, 0.0, 1.0); // 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 vectore vec4 noisevec = texture3D(Noise, rawpos.xyz); // add fringing fresnel and rainbow effects and modulate by reflection vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v); vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v); vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness); vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0); vec4 mixedcolor = mix(texel, raincolor, reflFactor); // the final reflection vec4 reflColor = color * mixedcolor + specular + ambient_Correction ; reflColor = clamp(reflColor, 0.0, 1.0); gl_FragColor = mix(gl_Fog.color, reflColor, fogFactor); }