d4bd49f5f9
- Use fixed fg_modelOffset for global coordinates. Fixes haze, snow, noise - Use updated texture atlas for mix, deetail, frain, dot, gradient textures - Hack transition_model until it is added as Uniform.
107 lines
3.3 KiB
C++
107 lines
3.3 KiB
C++
// WS30 FRAGMENT SHADER
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// -*-C++-*-
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#version 130
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#extension GL_EXT_texture_array : enable
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varying vec3 normal;
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varying vec4 ecPosition;
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uniform sampler2D landclass;
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uniform sampler2DArray atlas;
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// Passed from VPBTechnique, not the Effect
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uniform float fg_tileWidth;
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uniform float fg_tileHeight;
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uniform bool fg_photoScenery;
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uniform vec4 fg_dimensionsArray[128];
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uniform vec4 fg_ambientArray[128];
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uniform vec4 fg_diffuseArray[128];
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uniform vec4 fg_specularArray[128];
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uniform vec4 fg_textureLookup1[128];
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uniform vec4 fg_textureLookup2[128];
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#define MAX_TEXTURES 8
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uniform mat4 fg_zUpTransform;
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uniform vec3 fg_modelOffset;
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// See include_fog.frag
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uniform int fogType;
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vec3 fog_Func(vec3 color, int type);
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// See Shaders/shadows-include.frag
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float getShadowing();
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// See Shaders/clustered-include.frag
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vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
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void main()
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{
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float NdotL, NdotHV, fogFactor;
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 halfVector = gl_LightSource[0].halfVector.xyz;
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vec4 texel;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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// Material properties.
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vec4 mat_diffuse, mat_ambient, mat_specular;
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float mat_shininess;
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if (fg_photoScenery) {
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mat_ambient = vec4(1.0,1.0,1.0,1.0);
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mat_diffuse = vec4(1.0,1.0,1.0,1.0);
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mat_specular = vec4(0.1, 0.1, 0.1, 1.0);
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mat_shininess = 1.2;
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texel = texture(landclass, vec2(gl_TexCoord[0].s, 1.0 - gl_TexCoord[0].t));
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} else {
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// The Landclass for this particular fragment. This can be used to
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// index into the atlas textures.
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int lc = int(texture2D(landclass, gl_TexCoord[0].st).r * 255.0 + 0.5);
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// Color Mode is always AMBIENT_AND_DIFFUSE, which means
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// using a base colour of white for ambient/diffuse,
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// rather than the material color from ambientArray/diffuseArray.
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mat_ambient = vec4(1.0,1.0,1.0,1.0);
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mat_diffuse = vec4(1.0,1.0,1.0,1.0);
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mat_specular = fg_specularArray[lc];
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mat_shininess = fg_dimensionsArray[lc].z;
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// Different textures have different have different dimensions.
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vec2 atlas_dimensions = fg_dimensionsArray[lc].st;
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vec2 atlas_scale = vec2(fg_tileWidth / atlas_dimensions.s, fg_tileHeight / atlas_dimensions.t );
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texel = texture(atlas, vec3(atlas_scale * gl_TexCoord[0].st, int(texture2D(landclass, gl_TexCoord[0].st).g * 255.0 + 0.5)));
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}
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vec4 color = mat_ambient * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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// If gl_Color.a == 0, this is a back-facing polygon and the
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// normal should be reversed.
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vec3 n = (2.0 * gl_Color.a - 1.0) * normal;
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n = normalize(n);
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NdotL = dot(n, lightDir);
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if (NdotL > 0.0) {
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float shadowmap = getShadowing();
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color += mat_diffuse * NdotL * shadowmap;
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NdotHV = max(dot(n, halfVector), 0.0);
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if (mat_shininess > 0.0)
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specular.rgb = (mat_specular.rgb
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* gl_LightSource[0].specular.rgb
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* pow(NdotHV, mat_shininess)
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* shadowmap);
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}
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color.a = mat_diffuse.a;
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// This shouldn't be necessary, but our lighting becomes very
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// saturated. Clamping the color before modulating by the texture
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// is closer to what the OpenGL fixed function pipeline does.
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color = clamp(color, 0.0, 1.0);
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fragColor = color * texel + specular;
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fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
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fragColor.rgb = fog_Func(fragColor.rgb, fogType);
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gl_FragColor = fragColor;
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}
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