// -*- mode: C; -*- // UBERSHADER - default forward rendering - fragment shader // Licence: GPL v2 // Authors: Frederic Bouvier and Gijs de Rooy // with major additions and revisions by // Emilian Huminiuc and Vivian Meazza 2011 #version 120 varying vec4 diffuseColor; varying vec3 VBinormal; varying vec3 VNormal; varying vec3 VTangent; varying vec3 rawpos; varying vec3 eyeVec; varying vec3 eyeDir; uniform sampler2D BaseTex; uniform sampler2D LightMapTex; uniform sampler2D NormalTex; uniform sampler2D ReflGradientsTex; uniform sampler2D ReflMapTex; uniform sampler3D ReflNoiseTex; uniform samplerCube Environment; uniform int dirt_enabled; uniform int dirt_multi; uniform int lightmap_enabled; uniform int lightmap_multi; uniform int nmap_dds; uniform int nmap_enabled; uniform int refl_enabled; uniform int refl_dynamic; uniform int refl_map; uniform float amb_correction; uniform float dirt_b_factor; uniform float dirt_g_factor; uniform float dirt_r_factor; uniform float lightmap_a_factor; uniform float lightmap_b_factor; uniform float lightmap_g_factor; uniform float lightmap_r_factor; uniform float nmap_tile; uniform float refl_correction; uniform float refl_fresnel; uniform float refl_noise; uniform float refl_rainbow; uniform vec3 lightmap_r_color; uniform vec3 lightmap_g_color; uniform vec3 lightmap_b_color; uniform vec3 lightmap_a_color; uniform vec3 dirt_r_color; uniform vec3 dirt_g_color; uniform vec3 dirt_b_color; ///reflection orientation uniform mat4 osg_ViewMatrixInverse; uniform float latDeg; uniform float lonDeg; ///fog include////////////////////// uniform int fogType; vec3 fog_Func(vec3 color, int type); //////////////////////////////////// float getShadowing(); vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel); //////rotation matrices///////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// mat3 rotX(in float angle) { mat3 rotmat = mat3( 1.0, 0.0, 0.0, 0.0, cos(angle), -sin(angle), 0.0, sin(angle), cos(angle) ); return rotmat; } mat3 rotY(in float angle) { mat3 rotmat = mat3( cos(angle), 0.0, sin(angle), 0.0, 1.0, 0.0, -sin(angle), 0.0, cos(angle) ); return rotmat; } mat3 rotZ(in float angle) { mat3 rotmat = mat3( cos(angle), -sin(angle), 0.0, sin(angle), cos(angle), 0.0, 0.0, 0.0, 1.0 ); return rotmat; } //////////////////////////////////////////////////////////////////////////////// void main (void) { vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st); vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * nmap_tile); vec4 reflmap = texture2D(ReflMapTex, gl_TexCoord[0].st); vec4 noisevec = texture3D(ReflNoiseTex, rawpos.xyz); vec4 lightmapTexel = texture2D(LightMapTex, gl_TexCoord[0].st); vec3 mixedcolor; vec3 N = vec3(0.0,0.0,1.0); float pf = 0.0; ///BEGIN bump ////////////////////////////////////////////////////////////////// if (nmap_enabled > 0 ){ N = nmap.rgb * 2.0 - 1.0; N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); if (nmap_dds > 0) N = -N; } else { N = normalize(VNormal); } ///END bump //////////////////////////////////////////////////////////////////// vec3 viewN = normalize((gl_ModelViewMatrixTranspose * vec4(N,0.0)).xyz); vec3 viewVec = normalize(eyeVec); float v = abs(dot(viewVec, viewN));// Map a rainbowish color vec4 fresnel = texture2D(ReflGradientsTex, vec2(v, 0.75)); vec4 rainbow = texture2D(ReflGradientsTex, vec2(v, 0.25)); mat4 reflMatrix = gl_ModelViewMatrixInverse; vec3 wRefVec = reflect(viewVec,N); ////dynamic reflection ///////////////////////////// if (refl_dynamic > 0){ reflMatrix = osg_ViewMatrixInverse; vec3 wVertVec = normalize(reflMatrix * vec4(viewVec,0.0)).xyz; vec3 wNormal = normalize(reflMatrix * vec4(N,0.0)).xyz; float latRad = radians(90.-latDeg); float lonRad = radians(lonDeg); mat3 rotCorrY = rotY(latRad); mat3 rotCorrZ = rotZ(lonRad); mat3 reflCorr = rotCorrY * rotCorrZ; wRefVec = reflect(wVertVec,wNormal); wRefVec = normalize(reflCorr * wRefVec); } else { ///static reflection wRefVec = normalize(reflMatrix * vec4(wRefVec,0.0)).xyz; } vec3 reflection = textureCube(Environment, wRefVec).xyz; vec3 E = eyeDir; E = normalize(E); vec3 L = normalize((gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz); vec3 H = normalize(L + E); N = viewN; float nDotVP = dot(N,L); float nDotHV = dot(N,H); float eDotLV = max(0.0, dot(-E,L)); //glare on the backside of tranparent objects if ((gl_Color.a < .999 || texel.a < 1.0) && nDotVP < 0.0) { nDotVP = dot(-N, L); nDotHV = dot(-N, H); } nDotVP = max(0.0, nDotVP); nDotHV = max(0.0, nDotHV); if (nDotVP == 0.0) pf = 0.0; else pf = pow(nDotHV, gl_FrontMaterial.shininess); float shadowmap = getShadowing(); vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP * shadowmap; vec4 Specular = gl_FrontMaterial.specular * gl_LightSource[0].diffuse * pf * shadowmap; vec4 color = gl_Color + Diffuse*diffuseColor; color = clamp( color, 0.0, 1.0 ); color.a = texel.a * diffuseColor.a; //////////////////////////////////////////////////////////////////// //BEGIN reflect //////////////////////////////////////////////////////////////////// if (refl_enabled > 0 ){ float reflFactor = 0.0; float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset if(refl_map > 0){ // map the shininess of the object with user input reflFactor = reflmap.a + transparency_offset; } else if (nmap_enabled > 0) { // set the reflectivity proportional to shininess with user input reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset; } else { reflFactor = gl_FrontMaterial.shininess* 0.0078125 + transparency_offset; } reflFactor = clamp(reflFactor, 0.0, 1.0); // add fringing fresnel and rainbow effects and modulate by reflection vec3 reflcolor = mix(reflection, rainbow.rgb, refl_rainbow * v); vec3 reflfrescolor = mix(reflcolor, fresnel.rgb, refl_fresnel * v); vec3 noisecolor = mix(reflfrescolor, noisevec.rgb, refl_noise); vec3 raincolor = noisecolor * reflFactor; raincolor += Specular.rgb; raincolor *= gl_LightSource[0].diffuse.rgb; mixedcolor = mix(texel.rgb, raincolor, reflFactor); } else { mixedcolor = texel.rgb; } ///////////////////////////////////////////////////////////////////// //END reflect ///////////////////////////////////////////////////////////////////// if (color.a<1.0){ color.a += .1 * eDotLV; } ////////////////////////////////////////////////////////////////////// //begin DIRT ////////////////////////////////////////////////////////////////////// if (dirt_enabled >= 1){ vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor); vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb; mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r)); if (color.a < 1.0) { color.a += dirtFactor.r * eDotLV; } if (dirt_multi > 0) { mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, smoothstep(0.0, 1.0, dirtFactor.g)); mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, smoothstep(0.0, 1.0, dirtFactor.b)); if (color.a < 1.0) { color.a += dirtFactor.g * eDotLV; color.a += dirtFactor.b * eDotLV; } } } ////////////////////////////////////////////////////////////////////// //END Dirt ////////////////////////////////////////////////////////////////////// // set ambient adjustment to remove bluiness with user input float ambient_offset = clamp(amb_correction, -1.0, 1.0); vec4 ambient = gl_LightModel.ambient + gl_LightSource[0].ambient; vec3 ambient_Correction = vec3(ambient.rg, ambient.b * 0.6); ambient_Correction *= ambient_offset; ambient_Correction = clamp(ambient_Correction, -1.0, 1.0); vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a); fragColor += Specular * nmap.a; fragColor.rgb += getClusteredLightsContribution(eyeVec, N, texel.rgb); ////////////////////////////////////////////////////////////////////// // BEGIN lightmap ////////////////////////////////////////////////////////////////////// if ( lightmap_enabled >= 1 ) { vec3 lightmapcolor = vec3(0.0); vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, lightmap_b_factor, lightmap_a_factor); lightmapFactor = lightmapFactor * lightmapTexel; if (lightmap_multi > 0 ){ lightmapcolor = lightmap_r_color * lightmapFactor.r + lightmap_g_color * lightmapFactor.g + lightmap_b_color * lightmapFactor.b + lightmap_a_color * lightmapFactor.a ; } else { lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r; } fragColor.rgb = max(fragColor.rgb, lightmapcolor * smoothstep(0.0, 1.0, mixedcolor*.5 + lightmapcolor*.5)); } ////////////////////////////////////////////////////////////////////// // END lightmap ///////////////////////////////////////////////////////////////////// fragColor.rgb = fog_Func(fragColor.rgb, fogType); gl_FragColor = fragColor; }