4df2af2cef
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
141 lines
No EOL
4.3 KiB
C
141 lines
No EOL
4.3 KiB
C
// -*- mode: C; -*-
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// Licence: GPL v2
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// Author: Vivian Meazza.
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#version 120
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varying vec3 rawpos;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 Normal;
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varying vec3 vViewVec;
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varying vec3 reflVec;
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varying vec4 Diffuse;
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varying float alpha;
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//varying float fogCoord;
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uniform samplerCube Environment;
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uniform sampler2D Rainbow;
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uniform sampler2D BaseTex;
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uniform sampler2D Fresnel;
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uniform sampler2D Map;
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uniform sampler2D NormalTex;
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uniform sampler3D Noise;
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uniform float refl_correction;
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uniform float rainbowiness;
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uniform float fresneliness;
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uniform float noisiness;
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uniform float ambient_correction;
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uniform float reflect_map;
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uniform float normalmap_dds;
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////fog "include" /////
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uniform int fogType;
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vec3 fog_Func(vec3 color, int type);
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//////////////////////
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void main (void)
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{
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vec3 halfV;
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float NdotL, NdotHV;
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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 color = gl_Color;
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vec4 specular = vec4(0.0);
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vec4 ns = texture2D(NormalTex, gl_TexCoord[0].st);
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vec3 n = ns.rgb * 2.0 - 1.0;
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n = normalize(n.x * VTangent + n.y * VBinormal + n.z * VNormal);
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//fix dds normal
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if (normalmap_dds > 0.0) {
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n = -n;
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}
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NdotL = max(0.0, dot(n, lightDir));
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// calculate the specular light
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if (NdotL > 0.0) {
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color += Diffuse * NdotL;
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halfV = normalize(halfVector);
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NdotHV = max(dot(n, halfV), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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specular.rgb = (gl_FrontMaterial.specular.rgb * ns.a
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* gl_LightSource[0].specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess));
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}
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//color.a = alpha;
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vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
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//vec4 texelcolor = color * texel + specular;
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color.a = texel.a * alpha;
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color = clamp(color, 0.0, 1.0);
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// calculate the fog factor
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// const float LOG2 = 1.442695;
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// float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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// fogFactor = clamp(fogFactor, 0.0, 1.0);
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//
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// if(gl_Fog.density == 1.0)
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// fogFactor=1.0;
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vec3 normal = normalize(VNormal);
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vec3 viewVec = normalize(vViewVec);
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// Map a rainbowish color
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float v = dot(viewVec, normal);
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vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
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// Map a fresnel effect
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vec4 fresnel = texture2D(Fresnel, vec2(v, 0.0));
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// map the refection of the environment
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vec4 reflection = textureCube(Environment, reflVec);
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// set the user shininess offse
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float transparency_offset = clamp(refl_correction, -1.0, 1.0);
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float reflFactor = 0.0;
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if(reflect_map > 0.0){
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// map the shininess of the object with user input
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vec4 map = texture2D(Map, gl_TexCoord[0].st);
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//float pam = (map.a * -2) + 1; //reverse map
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reflFactor = map.a + transparency_offset;
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} else {
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// set the reflectivity proportional to shininess with user input
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reflFactor = (gl_FrontMaterial.shininess / 128.0) * ns.a + transparency_offset;
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}
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reflFactor = clamp(reflFactor, 0.0, 1.0);
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// set ambient adjustment to remove bluiness with user input
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float ambient_offset = clamp(ambient_correction, -1.0, 1.0);
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vec4 ambient_Correction = vec4(gl_LightSource[0].ambient.rg, gl_LightSource[0].ambient.b * 0.6, 0.5) * ambient_offset ;
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ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
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// map noise vector
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vec4 noisevec = texture3D(Noise, rawpos.xyz);
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// add fringing fresnel and rainbow effects and modulate by reflection
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vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v);
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vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
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vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness);
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vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
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vec4 mixedcolor = mix(texel, raincolor, reflFactor);
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// the final reflection
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vec4 reflColor = vec4(color.rgb * mixedcolor.rgb + specular.rgb + ambient_Correction.rgb, color.a);
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reflColor = clamp(reflColor, 0.0, 1.0);
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// gl_FragColor = mix(gl_Fog.color, reflColor, fogFactor);
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reflColor.rgb = fog_Func(reflColor.rgb, fogType);
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gl_FragColor = reflColor;
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} |