// -*- 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 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 normalmap_dds; void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth); void main (void) { vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st); vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * 8.0); vec4 map = texture2D(Map, gl_TexCoord[0].st * 8.0); vec4 specNoise = texture3D(Noise, rawpos.xyz * 0.0045); vec4 noisevec = texture3D(Noise, rawpos.xyz); vec3 ambient = vec3(0.85,0.85,0.9);//placeholder for sun ambient vec3 N; float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb, vec3( 0.3, 0.59, 0.11 ) ); N = nmap.rgb * 2.0 - 1.0; N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); if (normalmap_dds > 0) N = -N; float nFactor = 1.0 - N.z; float lightness = dot(texel.rgb, vec3( 0.3, 0.59, 0.11 )); // calculate the specular light float refl_correction = spec_adjust * 2.5 - 1.0; float shininess = max (0.35, refl_correction) * nmap.a * nFactor; float specular = dot(vec3(1.0) * lightness , vec3( 0.3, 0.59, 0.11 )) * nFactor; vec4 color = vec4(1.0); color.a = texel.a * alpha; color = clamp(color, 0.0, 1.0); vec3 viewVec = normalize(vViewVec); // Map a rainbowish color float v = abs(dot(viewVec, normalize(VNormal))); 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 * dot(N,VNormal)); // set the user shininess offset float transparency_offset = clamp(refl_correction, -1.0, 1.0); float reflFactor = 0.0; float MixFactor = specNoise.r * specNoise.g * specNoise.b * 350.0; MixFactor = 0.75 * smoothstep(0.0, 1.0, MixFactor); reflFactor = max(map.a * (texel.r + texel.g), 1.0 - MixFactor) * nFactor + transparency_offset ; reflFactor =0.75 * smoothstep(0.05, 1.0, reflFactor); // set ambient adjustment to remove bluiness with user input float ambient_offset = clamp(ambient_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); // 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) * nFactor; vec4 mixedcolor = mix(texel, raincolor * (1.0 - refl_correction * (1.0 - lightness)), reflFactor); // the final reflection vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction * nFactor, color.a); encode_gbuffer(N, fragColor.rgb, 1, specular, shininess, emission, gl_FragCoord.z); }