112 lines
3.8 KiB
C
112 lines
3.8 KiB
C
// -*- mode: C; -*-
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// Licence: GPL v2
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// © Emilian Huminiuc and Vivian Meazza 2011
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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 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 spec_adjust;
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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 normalmap_dds;
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void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);
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void main (void)
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{
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vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
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vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * 8.0);
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vec4 map = texture2D(Map, gl_TexCoord[0].st * 8.0);
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vec4 specNoise = texture3D(Noise, rawpos.xyz * 0.0045);
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vec4 noisevec = texture3D(Noise, rawpos.xyz);
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vec3 ambient = vec3(0.85,0.85,0.9);//placeholder for sun ambient
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vec3 N;
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float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
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vec3( 0.3, 0.59, 0.11 ) );
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N = nmap.rgb * 2.0 - 1.0;
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N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
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if (normalmap_dds > 0)
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N = -N;
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float nFactor = 1.0 - N.z;
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float lightness = dot(texel.rgb, vec3( 0.3, 0.59, 0.11 ));
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// calculate the specular light
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float refl_correction = spec_adjust * 2.5 - 1.0;
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float shininess = max (0.35, refl_correction) * nmap.a * nFactor;
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float specular = dot(vec3(1.0) * lightness , vec3( 0.3, 0.59, 0.11 )) * nFactor;
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vec4 color = vec4(1.0);
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color.a = texel.a * alpha;
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color = clamp(color, 0.0, 1.0);
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vec3 viewVec = normalize(vViewVec);
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// Map a rainbowish color
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float v = abs(dot(viewVec, normalize(VNormal)));
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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 * dot(N,VNormal));
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// set the user shininess offset
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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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float MixFactor = specNoise.r * specNoise.g * specNoise.b * 350.0;
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MixFactor = 0.75 * smoothstep(0.0, 1.0, MixFactor);
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reflFactor = max(map.a * (texel.r + texel.g), 1.0 - MixFactor) * nFactor + transparency_offset ;
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reflFactor =0.75 * smoothstep(0.05, 1.0, reflFactor);
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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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vec3 ambient_Correction = vec3(ambient.rg, ambient.b * 0.6) * ambient_offset;
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ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
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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) * nFactor;
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vec4 mixedcolor = mix(texel, raincolor * (1.0 - refl_correction * (1.0 - lightness)), reflFactor);
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// the final reflection
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vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction * nFactor, color.a);
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float doWater = step(0.1, reflFactor);
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int matIndex = int(doWater) * 253 + 1;
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shininess += doWater * reflFactor * 240.0;
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encode_gbuffer(N, fragColor.rgb, matIndex, specular, shininess, emission, gl_FragCoord.z);
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}
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