#version 120 varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; varying vec3 VTangent; varying vec3 VBinormal; varying vec3 Normal; varying vec4 constantColor; uniform sampler2D BaseTex; uniform sampler2D NormalTex; uniform float depth_factor; const float scale = 1.0; float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds) { const int linear_search_steps = 10; float size = 1.0 / float(linear_search_steps); float depth = 0.0; float best_depth = 1.0; for(int i = 0; i < linear_search_steps - 1; ++i) { depth += size; float t = texture2D(reliefMap, dp + ds * depth).a; if(best_depth > 0.996) if(depth >= t) best_depth = depth; } depth = best_depth; const int binary_search_steps = 5; for(int i = 0; i < binary_search_steps; ++i) { size *= 0.5; float t = texture2D(reliefMap, dp + ds * depth).a; if(depth >= t) { best_depth = depth; depth -= 2.0 * size; } depth += size; } return(best_depth); } void main (void) { vec3 V = normalize(ecPosition.xyz); vec3 s = vec3(dot(V, VTangent), dot(V, VBinormal), dot(VNormal, V)); vec2 ds = s.xy * depth_factor / s.z; vec2 dp = gl_TexCoord[0].st; float d = ray_intersect(NormalTex, dp, ds); vec2 uv = dp + ds * d; vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0; float fogFactor; float fogCoord = ecPosition.z; const float LOG2 = 1.442695; fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); fogFactor = clamp(fogFactor, 0.0, 1.0); vec4 c1 = texture2D(BaseTex, uv); N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); vec3 l = gl_LightSource[0].position.xyz; vec3 diffuse = gl_Color.rgb * max(0.0, dot(N, l)); vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0); c1 *= ambient_light; vec4 finalColor = c1; if(gl_Fog.density == 1.0) fogFactor=1.0; gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor); }