// -*- mode: C; -*- // Licence: GPL v2 // © Emilian Huminiuc and Vivian Meazza 2011 #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 spec_adjust; uniform float rainbowiness; uniform float fresneliness; uniform float noisiness; uniform float ambient_correction; uniform float reflect_map; uniform float normalmap_dds; //uniform int fogType; ////fog "include" ///// uniform int fogType; vec3 fog_Func(vec3 color, int type); ////////////////////// vec3 fog_Func(vec3 color, int type); 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 * 16.0); vec3 n = ns.rgb * 2.0 - 1.0; n = normalize(n.x * VTangent + n.y * VBinormal + n.z * VNormal); //fix dds normal if (normalmap_dds > 0.0) { n = -n; } 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 + 128 * spec_adjust)); } //color.a = alpha; vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st); //vec4 texelcolor = color * texel + specular; color.a = texel.a * alpha; color = clamp(color, 0.0, 1.0); // 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); float refl_correction = spec_adjust * 1.7 - 1.0; // set the user shininess offset float transparency_offset = clamp(refl_correction, -1.0, 1.0); float reflFactor = 0.0; vec4 map = texture2D(Map, gl_TexCoord[0].st * 8.0); if(reflect_map > 0.0){ // map the shininess of the object with user input //float pam = (map.a * -2) + 1; //reverse map reflFactor = map.a *(1.0- n.z) + transparency_offset; } else { // set the reflectivity proportional to shininess with user input reflFactor = (gl_FrontMaterial.shininess / 128.0) + transparency_offset; } reflFactor = clamp(reflFactor, 0.0, 0.75); // 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 vector 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 = vec4(color.rgb * mixedcolor.rgb + specular.rgb + ambient_Correction.rgb, color.a); reflColor = clamp(reflColor, 0.0, 1.0); vec4 fragColor = reflColor; fragColor.rgb = fog_Func(fragColor.rgb, fogType); gl_FragColor = fragColor; }