// WS30 FRAGMENT SHADER // -*-C++-*- #version 130 #extension GL_EXT_texture_array : enable varying vec3 normal; uniform sampler2D landclass; uniform sampler2DArray atlas; uniform sampler1D dimensionsArray; uniform sampler1D diffuseArray; uniform sampler1D specularArray; // Passed from VPBTechnique, not the Effect uniform float tile_width; uniform float tile_height; // See include_fog.frag uniform int fogType; vec3 fog_Func(vec3 color, int type); void main() { vec3 lightDir = gl_LightSource[0].position.xyz; vec3 halfVector = gl_LightSource[0].halfVector.xyz; vec4 texel; vec4 fragColor; // The Landclass for this particular fragment. This can be used to // index into the atlas textures. int lc = int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5); // If gl_Color.a == 0, this is a back-facing polygon and the // normal should be reversed. vec3 n = (2.0 * gl_Color.a - 1.0) * normal; n = normalize(n); float NdotL = dot(n, lightDir); float NdotHV = max(dot(n, halfVector), 0.0); // Different textures have different have different dimensions. // Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here. vec4 color = texture(diffuseArray, float(lc)/512.0) * NdotL; vec4 specular = texture(specularArray, float(lc)/512.0); vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st; vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t ); texel = texture(atlas, vec3(atlas_scale * gl_TexCoord[0].st, lc)); fragColor = texel + pow(NdotHV, gl_FrontMaterial.shininess) * gl_LightSource[0].specular * specular; fragColor.rgb = fog_Func(fragColor.rgb, fogType); gl_FragColor = fragColor; }