// -*- 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; //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; 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 lightDir = gl_LightSource[0].position.xyz; vec3 halfVector = gl_LightSource[0].halfVector.xyz; vec3 N; float pf; // vec4 color = gl_Color; //vec4 specular = vec4(0.0); N = nmap.rgb * 2.0 - 1.0; N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); if (normalmap_dds > 0) N = -N; // calculate the specular light float refl_correction = spec_adjust * 1.9 - 1.0; float shininess = max (0.35, refl_correction); float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz))); float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz))); if (nDotVP == 0.0) pf = 0.0; else pf = pow(nDotHV, /*gl_FrontMaterial.*/shininess); vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP; vec4 Specular = /*gl_FrontMaterial.specular*/ vec4(vec3(0.5*shininess), 1.0)* gl_LightSource[0].specular * pf; vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse; color += Specular * /*gl_FrontMaterial.specular*/ vec4(vec3(0.5*shininess), 1.0) * nmap.a; //color.a = alpha; //vec4 texelcolor = color * texel + specular; color.a = texel.a * alpha; color = clamp(color, 0.0, 1.0); vec3 viewVec = normalize(vViewVec); // Map a rainbowish color float v = 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; //vec4 specNoise1 = texture3D(Noise, rawpos.xyz*0.001); float MixFactor = specNoise.r * specNoise.g * specNoise.b * 350.0; //MixFactor *= specNoise1.r; MixFactor = 0.75 * smoothstep(0.0, 1.0, MixFactor); reflFactor = max(map.a * (texel.r + texel.g), 1.0 - MixFactor) * (1.0- N.z) + transparency_offset ; //reflFactor = clamp(reflFactor, 0.0, 0.75); 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); 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); // add fringing fresnel and rainbow effects and modulate by reflection vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v); reflcolor += Specular * nmap.a; vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v); vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness); vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0); raincolor += Specular * nmap.a; vec4 mixedcolor = mix(texel, raincolor, reflFactor); // the final reflection vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb, color.a); fragColor += Specular * nmap.a; fragColor.rgb = fog_Func(fragColor.rgb, fogType); gl_FragColor = fragColor; }