// -*- mode: C; -*- // 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 vec3 rawpos; varying vec3 VNormal; varying vec3 VTangent; varying vec3 VBinormal; varying vec3 vViewVec; varying vec3 reflVec; varying float alpha; uniform samplerCube Environment; uniform sampler2D BaseTex; uniform sampler2D NormalTex; uniform sampler2D LightMapTex; uniform sampler2D ReflMapTex; uniform sampler2D ReflFresnelTex; uniform sampler2D ReflRainbowTex; uniform sampler3D ReflNoiseTex; uniform int nmap_enabled; uniform int nmap_dds; uniform int nmap_tile; uniform int refl_enabled; uniform int refl_map; uniform int lightmap_enabled; uniform int lightmap_multi; uniform int shader_qual; uniform int dirt_enabled; uniform int dirt_multi; uniform float lightmap_r_factor; uniform float lightmap_g_factor; uniform float lightmap_b_factor; uniform float lightmap_a_factor; uniform float refl_correction; uniform float refl_fresnel; uniform float refl_rainbow; uniform float refl_noise; uniform float amb_correction; uniform float dirt_r_factor; uniform float dirt_g_factor; uniform float dirt_b_factor; 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; ///fog include////////////////////// uniform int fogType; vec3 fog_Func(vec3 color, int type); //////////////////////////////////// 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; float pf; ///BEGIN bump if (nmap_enabled > 0 && shader_qual > 2){ 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 vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal)); vec3 viewVec = normalize(vViewVec); float v = dot(viewVec, normalize(VNormal));// Map a rainbowish color vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0)); vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0)); 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))); //glare on the backside of tranparent objects if ((gl_FrontMaterial.diffuse.a < 1.0 || texel.a < 1.0) && dot(N, normalize(gl_LightSource[0].position.xyz)) < 0.0) { nDotVP = max(0.0, dot(-N, normalize(gl_LightSource[0].position.xyz))); 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 * gl_LightSource[0].specular * pf; vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse; color += Specular * gl_FrontMaterial.specular * nmap.a; color = clamp( color, 0.0, 1.0 ); //////////////////////////////////////////////////////////////////// //BEGIN reflect //////////////////////////////////////////////////////////////////// if (refl_enabled > 0 && shader_qual > 1){ float reflFactor; 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 //float pam = (map.a * -2) + 1; //reverse map reflFactor = reflmap.a + transparency_offset; } else if (nmap_enabled > 0 && shader_qual > 2) { // set the reflectivity proportional to shininess with user input reflFactor = (gl_FrontMaterial.shininess / 128.0) * nmap.a + transparency_offset; } else { reflFactor = gl_FrontMaterial.shininess/128.0 + transparency_offset; } reflFactor = clamp(reflFactor, 0.0, 1.0); // add fringing fresnel and rainbow effects and modulate by reflection vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v); reflcolor += Specular * nmap.a; vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v); vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise); vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0); raincolor += Specular * nmap.a; mixedcolor = mix(texel, raincolor, reflFactor).rgb; } else { mixedcolor = texel.rgb; } ///////////////////////////////////////////////////////////////////// //END reflect ///////////////////////////////////////////////////////////////////// // set ambient adjustment to remove bluiness with user input float ambient_offset = clamp(amb_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); color.a = texel.a * alpha; vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a); ////////////////////////////////////////////////////////////////////// //begin DIRT ////////////////////////////////////////////////////////////////////// if (dirt_enabled > 0.0){ float dirtFactorR = reflmap.r * dirt_r_factor; dirtFactorR = smoothstep(0.0, 1.0, dirtFactorR); fragColor.rgb = mix(fragColor.rgb, dirt_r_color, dirtFactorR); if (dirt_multi > 0) { float dirtFactorG = reflmap.g * dirt_g_factor; float dirtFactorB = reflmap.b * dirt_b_factor; dirtFactorG = smoothstep(0.0, 1.0, dirtFactorG); dirtFactorB = smoothstep(0.0, 1.0, dirtFactorB); fragColor.rgb = mix(fragColor.rgb, dirt_g_color, dirtFactorG); fragColor.rgb = mix(fragColor.rgb, dirt_b_color, dirtFactorB); } } ////////////////////////////////////////////////////////////////////// //END Dirt ////////////////////////////////////////////////////////////////////// fragColor += Specular * nmap.a; ////////////////////////////////////////////////////////////////////// // BEGIN lightmap ////////////////////////////////////////////////////////////////////// if ( lightmap_enabled >= 1 ) { vec3 lightmapcolor; if (lightmap_multi >0 ){ lightmapcolor = lightmap_r_color * lightmap_r_factor * lightmapTexel.r + lightmap_g_color * lightmap_g_factor * lightmapTexel.g + lightmap_b_color * lightmap_b_factor * lightmapTexel.b + lightmap_a_color * lightmap_a_factor * lightmapTexel.a ; } else { lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmap_r_factor; } fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor); } ////////////////////////////////////////////////////////////////////// // END lightmap ///////////////////////////////////////////////////////////////////// fragColor.rgb = fog_Func(fragColor.rgb, fogType); gl_FragColor = fragColor; }