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fgdata/Shaders/ubershader.frag
2020-12-22 17:22:05 +01:00

290 lines
8.9 KiB
C

// -*- mode: C; -*-
// UBERSHADER - default forward rendering - fragment shader
// 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 vec4 diffuseColor;
varying vec3 VBinormal;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 rawpos;
varying vec3 eyeVec;
varying vec3 eyeDir;
uniform sampler2D BaseTex;
uniform sampler2D LightMapTex;
uniform sampler2D NormalTex;
uniform sampler2D ReflGradientsTex;
uniform sampler2D ReflMapTex;
uniform sampler3D ReflNoiseTex;
uniform samplerCube Environment;
uniform int dirt_enabled;
uniform int dirt_multi;
uniform int lightmap_enabled;
uniform int lightmap_multi;
uniform int nmap_dds;
uniform int nmap_enabled;
uniform int refl_enabled;
uniform int refl_dynamic;
uniform int refl_map;
uniform float amb_correction;
uniform float dirt_b_factor;
uniform float dirt_g_factor;
uniform float dirt_r_factor;
uniform float lightmap_a_factor;
uniform float lightmap_b_factor;
uniform float lightmap_g_factor;
uniform float lightmap_r_factor;
uniform float nmap_tile;
uniform float refl_correction;
uniform float refl_fresnel;
uniform float refl_noise;
uniform float refl_rainbow;
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;
///reflection orientation
uniform mat4 osg_ViewMatrixInverse;
uniform float latDeg;
uniform float lonDeg;
///fog include//////////////////////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
////////////////////////////////////
float getShadowing();
//////rotation matrices/////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
mat3 rotX(in float angle)
{
mat3 rotmat = mat3(
1.0, 0.0, 0.0,
0.0, cos(angle), -sin(angle),
0.0, sin(angle), cos(angle)
);
return rotmat;
}
mat3 rotY(in float angle)
{
mat3 rotmat = mat3(
cos(angle), 0.0, sin(angle),
0.0, 1.0, 0.0,
-sin(angle), 0.0, cos(angle)
);
return rotmat;
}
mat3 rotZ(in float angle)
{
mat3 rotmat = mat3(
cos(angle), -sin(angle), 0.0,
sin(angle), cos(angle), 0.0,
0.0, 0.0, 1.0
);
return rotmat;
}
////////////////////////////////////////////////////////////////////////////////
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 = vec3(0.0,0.0,1.0);
float pf = 0.0;
///BEGIN bump //////////////////////////////////////////////////////////////////
if (nmap_enabled > 0 ){
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 ////////////////////////////////////////////////////////////////////
vec3 viewN = normalize((gl_ModelViewMatrixTranspose * vec4(N,0.0)).xyz);
vec3 viewVec = normalize(eyeVec);
float v = abs(dot(viewVec, viewN));// Map a rainbowish color
vec4 fresnel = texture2D(ReflGradientsTex, vec2(v, 0.75));
vec4 rainbow = texture2D(ReflGradientsTex, vec2(v, 0.25));
mat4 reflMatrix = gl_ModelViewMatrixInverse;
vec3 wRefVec = reflect(viewVec,N);
////dynamic reflection /////////////////////////////
if (refl_dynamic > 0){
reflMatrix = osg_ViewMatrixInverse;
vec3 wVertVec = normalize(reflMatrix * vec4(viewVec,0.0)).xyz;
vec3 wNormal = normalize(reflMatrix * vec4(N,0.0)).xyz;
float latRad = radians(90.-latDeg);
float lonRad = radians(lonDeg);
mat3 rotCorrY = rotY(latRad);
mat3 rotCorrZ = rotZ(lonRad);
mat3 reflCorr = rotCorrY * rotCorrZ;
wRefVec = reflect(wVertVec,wNormal);
wRefVec = normalize(reflCorr * wRefVec);
} else { ///static reflection
wRefVec = normalize(reflMatrix * vec4(wRefVec,0.0)).xyz;
}
vec3 reflection = textureCube(Environment, wRefVec).xyz;
vec3 E = eyeDir;
E = normalize(E);
vec3 L = normalize((gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz);
vec3 H = normalize(L + E);
N = viewN;
float nDotVP = dot(N,L);
float nDotHV = dot(N,H);
float eDotLV = max(0.0, dot(-E,L));
//glare on the backside of tranparent objects
if ((gl_Color.a < .999 || texel.a < 1.0) && nDotVP < 0.0) {
nDotVP = dot(-N, L);
nDotHV = dot(-N, H);
}
nDotVP = max(0.0, nDotVP);
nDotHV = max(0.0, nDotHV);
if (nDotVP == 0.0)
pf = 0.0;
else
pf = pow(nDotHV, gl_FrontMaterial.shininess);
float shadowmap = getShadowing();
vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP * shadowmap;
vec4 Specular = gl_FrontMaterial.specular * gl_LightSource[0].diffuse * pf * shadowmap;
vec4 color = gl_Color + Diffuse*diffuseColor;
color = clamp( color, 0.0, 1.0 );
color.a = texel.a * diffuseColor.a;
////////////////////////////////////////////////////////////////////
//BEGIN reflect
////////////////////////////////////////////////////////////////////
if (refl_enabled > 0 ){
float reflFactor = 0.0;
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
reflFactor = reflmap.a + transparency_offset;
} else if (nmap_enabled > 0) {
// set the reflectivity proportional to shininess with user input
reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset;
} else {
reflFactor = gl_FrontMaterial.shininess* 0.0078125 + transparency_offset;
}
reflFactor = clamp(reflFactor, 0.0, 1.0);
// add fringing fresnel and rainbow effects and modulate by reflection
vec3 reflcolor = mix(reflection, rainbow.rgb, refl_rainbow * v);
vec3 reflfrescolor = mix(reflcolor, fresnel.rgb, refl_fresnel * v);
vec3 noisecolor = mix(reflfrescolor, noisevec.rgb, refl_noise);
vec3 raincolor = noisecolor * reflFactor;
raincolor += Specular.rgb;
raincolor *= gl_LightSource[0].diffuse.rgb;
mixedcolor = mix(texel.rgb, raincolor, reflFactor);
} else {
mixedcolor = texel.rgb;
}
/////////////////////////////////////////////////////////////////////
//END reflect
/////////////////////////////////////////////////////////////////////
if (color.a<1.0){
color.a += .1 * eDotLV;
}
//////////////////////////////////////////////////////////////////////
//begin DIRT
//////////////////////////////////////////////////////////////////////
if (dirt_enabled >= 1){
vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor);
vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb;
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r));
if (color.a < 1.0) {
color.a += dirtFactor.r * eDotLV;
}
if (dirt_multi > 0) {
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, smoothstep(0.0, 1.0, dirtFactor.g));
mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, smoothstep(0.0, 1.0, dirtFactor.b));
if (color.a < 1.0) {
color.a += dirtFactor.g * eDotLV;
color.a += dirtFactor.b * eDotLV;
}
}
}
//////////////////////////////////////////////////////////////////////
//END Dirt
//////////////////////////////////////////////////////////////////////
// set ambient adjustment to remove bluiness with user input
float ambient_offset = clamp(amb_correction, -1.0, 1.0);
vec4 ambient = gl_LightModel.ambient + gl_LightSource[0].ambient;
vec3 ambient_Correction = vec3(ambient.rg, ambient.b * 0.6);
ambient_Correction *= ambient_offset;
ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a);
fragColor += Specular * nmap.a;
//////////////////////////////////////////////////////////////////////
// BEGIN lightmap
//////////////////////////////////////////////////////////////////////
if ( lightmap_enabled >= 1 ) {
vec3 lightmapcolor = vec3(0.0);
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
lightmap_b_factor, lightmap_a_factor);
lightmapFactor = lightmapFactor * lightmapTexel;
if (lightmap_multi > 0 ){
lightmapcolor = lightmap_r_color * lightmapFactor.r +
lightmap_g_color * lightmapFactor.g +
lightmap_b_color * lightmapFactor.b +
lightmap_a_color * lightmapFactor.a ;
} else {
lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r;
}
fragColor.rgb = max(fragColor.rgb, lightmapcolor * smoothstep(0.0, 1.0, mixedcolor*.5 + lightmapcolor*.5));
}
//////////////////////////////////////////////////////////////////////
// END lightmap
/////////////////////////////////////////////////////////////////////
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;
}