#version 120 uniform mat4 fg_ViewMatrix; uniform sampler2D depth_tex; uniform sampler2D normal_tex; uniform sampler2D color_tex; uniform sampler2D spec_emis_tex; uniform sampler2DShadow shadow_tex; uniform vec4 fg_SunDiffuseColor; uniform vec4 fg_SunSpecularColor; uniform vec3 fg_SunDirection; uniform vec3 fg_Planes; uniform int fg_ShadowNumber; uniform vec4 fg_ShadowDistances; uniform mat4 fg_ShadowMatrix_0; uniform mat4 fg_ShadowMatrix_1; uniform mat4 fg_ShadowMatrix_2; uniform mat4 fg_ShadowMatrix_3; uniform int filtering; varying vec3 ray; vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex ); vec3 normal_decode(vec2 enc); vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint ) { vec4 coords; vec2 shift = vec2( 0.0 ); int index = 4; float factor = 0.5; if (ecPosition.z > -fg_ShadowDistances.x) { index = 1; if (fg_ShadowNumber == 1) factor = 1.0; tint = vec4(0.0,1.0,0.0,1.0); coords = fg_ShadowMatrix_0 * ecPosition; } else if (ecPosition.z > -fg_ShadowDistances.y && fg_ShadowNumber > 1) { index = 2; shift = vec2( 0.0, 0.5 ); tint = vec4(0.0,0.0,1.0,1.0); coords = fg_ShadowMatrix_1 * ecPosition; } else if (ecPosition.z > -fg_ShadowDistances.z && fg_ShadowNumber > 2) { index = 3; shift = vec2( 0.5, 0.0 ); tint = vec4(1.0,1.0,0.0,1.0); coords = fg_ShadowMatrix_2 * ecPosition; } else if (ecPosition.z > -fg_ShadowDistances.w && fg_ShadowNumber > 3) { shift = vec2( 0.5, 0.5 ); tint = vec4(1.0,0.0,0.0,1.0); coords = fg_ShadowMatrix_3 * ecPosition; } else { return vec4(1.1,1.1,0.0,1.0); // outside, clamp to border } coords.st *= factor; coords.st += shift; return coords; } void main() { vec2 coords = gl_TexCoord[0].xy; vec4 spec_emis = texture2D( spec_emis_tex, coords ); if ( spec_emis.a < 0.1 ) discard; vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg); vec3 viewDir = normalize(ray); vec3 pos = position( viewDir, coords, depth_tex ); vec4 tint; float shadow = 0.0; if (filtering == 1) { shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r; } else if (filtering == 2) { shadow += 0.333 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos, 1.0), tint ) ).r; shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r; shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, 0.002 * pos.z, 0), 1.0), tint ) ).r; shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, 0.002 * pos.z, 0), 1.0), tint ) ).r; shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, -0.002 * pos.z, 0), 1.0), tint ) ).r; } else { float kernel[9] = float[9]( 36/256.0, 24/256.0, 6/256.0, 24/256.0, 16/256.0, 4/256.0, 6/256.0, 4/256.0, 1/256.0 ); for( int x = -2; x <= 2; ++x ) for( int y = -2; y <= 2; ++y ) shadow += kernel[int(abs(float(x))*3 + abs(float(y)))] * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.0025 * x * pos.z, -0.0025 * y * pos.z, 0), 1.0), tint ) ).r; } vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz; lightDir = normalize( lightDir ); vec4 color_material = texture2D( color_tex, coords ); vec3 color = color_material.rgb; vec3 Idiff = clamp( dot( lightDir, normal ), 0.0, 1.0 ) * color * fg_SunDiffuseColor.rgb; vec3 halfDir = normalize( lightDir - viewDir ); vec3 Ispec = vec3(0.0); vec3 Iemis = spec_emis.z * color; float cosAngIncidence = clamp(dot(normal, lightDir), 0.0, 1.0); float blinnTerm = clamp( dot( halfDir, normal ), 0.0, 1.0 ); if (cosAngIncidence > 0.0) Ispec = pow( blinnTerm, spec_emis.y * 128.0 ) * spec_emis.x * fg_SunSpecularColor.rgb; float matID = color_material.a * 255.0; if (matID >= 254.0) // 254: Water, 255: Ubershader Idiff += Ispec * spec_emis.x; gl_FragColor = vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0); // gl_FragColor = mix(tint, vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0), 0.92); }