7158dfdff3
This reverts commit b3237e207a
.
290 lines
8.9 KiB
C
290 lines
8.9 KiB
C
// -*- mode: C; -*-
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// UBERSHADER - default forward rendering - fragment shader
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// Licence: GPL v2
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// Authors: Frederic Bouvier and Gijs de Rooy
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// with major additions and revisions by
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// Emilian Huminiuc and Vivian Meazza 2011
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#version 120
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varying vec4 diffuseColor;
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varying vec3 VBinormal;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 rawpos;
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varying vec3 eyeVec;
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varying vec3 eyeDir;
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uniform sampler2D BaseTex;
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uniform sampler2D LightMapTex;
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uniform sampler2D NormalTex;
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uniform sampler2D ReflGradientsTex;
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uniform sampler2D ReflMapTex;
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uniform sampler3D ReflNoiseTex;
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uniform samplerCube Environment;
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uniform int dirt_enabled;
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uniform int dirt_multi;
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uniform int lightmap_enabled;
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uniform int lightmap_multi;
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uniform int nmap_dds;
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uniform int nmap_enabled;
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uniform int refl_enabled;
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uniform int refl_dynamic;
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uniform int refl_map;
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uniform float amb_correction;
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uniform float dirt_b_factor;
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uniform float dirt_g_factor;
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uniform float dirt_r_factor;
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uniform float lightmap_a_factor;
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uniform float lightmap_b_factor;
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uniform float lightmap_g_factor;
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uniform float lightmap_r_factor;
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uniform float nmap_tile;
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uniform float refl_correction;
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uniform float refl_fresnel;
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uniform float refl_noise;
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uniform float refl_rainbow;
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uniform vec3 lightmap_r_color;
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uniform vec3 lightmap_g_color;
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uniform vec3 lightmap_b_color;
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uniform vec3 lightmap_a_color;
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uniform vec3 dirt_r_color;
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uniform vec3 dirt_g_color;
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uniform vec3 dirt_b_color;
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///reflection orientation
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uniform mat4 osg_ViewMatrixInverse;
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uniform float latDeg;
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uniform float lonDeg;
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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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float getShadowing();
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//////rotation matrices/////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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mat3 rotX(in float angle)
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{
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mat3 rotmat = mat3(
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1.0, 0.0, 0.0,
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0.0, cos(angle), -sin(angle),
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0.0, sin(angle), cos(angle)
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);
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return rotmat;
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}
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mat3 rotY(in float angle)
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{
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mat3 rotmat = mat3(
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cos(angle), 0.0, sin(angle),
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0.0, 1.0, 0.0,
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-sin(angle), 0.0, cos(angle)
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);
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return rotmat;
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}
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mat3 rotZ(in float angle)
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{
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mat3 rotmat = mat3(
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cos(angle), -sin(angle), 0.0,
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sin(angle), cos(angle), 0.0,
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0.0, 0.0, 1.0
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);
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return rotmat;
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}
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////////////////////////////////////////////////////////////////////////////////
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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 * nmap_tile);
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vec4 reflmap = texture2D(ReflMapTex, gl_TexCoord[0].st);
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vec4 noisevec = texture3D(ReflNoiseTex, rawpos.xyz);
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vec4 lightmapTexel = texture2D(LightMapTex, gl_TexCoord[0].st);
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vec3 mixedcolor;
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vec3 N = vec3(0.0,0.0,1.0);
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float pf = 0.0;
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///BEGIN bump //////////////////////////////////////////////////////////////////
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if (nmap_enabled > 0 ){
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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 (nmap_dds > 0)
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N = -N;
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} else {
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N = normalize(VNormal);
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}
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///END bump ////////////////////////////////////////////////////////////////////
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vec3 viewN = normalize((gl_ModelViewMatrixTranspose * vec4(N,0.0)).xyz);
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vec3 viewVec = normalize(eyeVec);
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float v = abs(dot(viewVec, viewN));// Map a rainbowish color
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vec4 fresnel = texture2D(ReflGradientsTex, vec2(v, 0.75));
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vec4 rainbow = texture2D(ReflGradientsTex, vec2(v, 0.25));
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mat4 reflMatrix = gl_ModelViewMatrixInverse;
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vec3 wRefVec = reflect(viewVec,N);
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////dynamic reflection /////////////////////////////
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if (refl_dynamic > 0){
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reflMatrix = osg_ViewMatrixInverse;
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vec3 wVertVec = normalize(reflMatrix * vec4(viewVec,0.0)).xyz;
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vec3 wNormal = normalize(reflMatrix * vec4(N,0.0)).xyz;
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float latRad = radians(90.-latDeg);
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float lonRad = radians(lonDeg);
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mat3 rotCorrY = rotY(latRad);
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mat3 rotCorrZ = rotZ(lonRad);
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mat3 reflCorr = rotCorrY * rotCorrZ;
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wRefVec = reflect(wVertVec,wNormal);
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wRefVec = normalize(reflCorr * wRefVec);
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} else { ///static reflection
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wRefVec = normalize(reflMatrix * vec4(wRefVec,0.0)).xyz;
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}
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vec3 reflection = textureCube(Environment, wRefVec).xyz;
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vec3 E = eyeDir;
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E = normalize(E);
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vec3 L = normalize((gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz);
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vec3 H = normalize(L + E);
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N = viewN;
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float nDotVP = dot(N,L);
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float nDotHV = dot(N,H);
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float eDotLV = max(0.0, dot(-E,L));
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//glare on the backside of tranparent objects
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if ((gl_Color.a < .999 || texel.a < 1.0) && nDotVP < 0.0) {
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nDotVP = dot(-N, L);
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nDotHV = dot(-N, H);
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}
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nDotVP = max(0.0, nDotVP);
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nDotHV = max(0.0, nDotHV);
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if (nDotVP == 0.0)
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pf = 0.0;
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else
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pf = pow(nDotHV, gl_FrontMaterial.shininess);
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float shadowmap = getShadowing();
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vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP * shadowmap;
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vec4 Specular = gl_FrontMaterial.specular * gl_LightSource[0].diffuse * pf * shadowmap;
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vec4 color = gl_Color + Diffuse*diffuseColor;
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color = clamp( color, 0.0, 1.0 );
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color.a = texel.a * diffuseColor.a;
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////////////////////////////////////////////////////////////////////
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//BEGIN reflect
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////////////////////////////////////////////////////////////////////
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if (refl_enabled > 0 ){
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float reflFactor = 0.0;
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float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
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if(refl_map > 0){
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// map the shininess of the object with user input
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reflFactor = reflmap.a + transparency_offset;
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} else if (nmap_enabled > 0) {
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// set the reflectivity proportional to shininess with user input
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reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset;
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} else {
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reflFactor = gl_FrontMaterial.shininess* 0.0078125 + transparency_offset;
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}
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reflFactor = clamp(reflFactor, 0.0, 1.0);
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// add fringing fresnel and rainbow effects and modulate by reflection
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vec3 reflcolor = mix(reflection, rainbow.rgb, refl_rainbow * v);
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vec3 reflfrescolor = mix(reflcolor, fresnel.rgb, refl_fresnel * v);
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vec3 noisecolor = mix(reflfrescolor, noisevec.rgb, refl_noise);
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vec3 raincolor = noisecolor * reflFactor;
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raincolor += Specular.rgb;
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raincolor *= gl_LightSource[0].diffuse.rgb;
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mixedcolor = mix(texel.rgb, raincolor, reflFactor);
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} else {
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mixedcolor = texel.rgb;
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}
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/////////////////////////////////////////////////////////////////////
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//END reflect
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/////////////////////////////////////////////////////////////////////
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if (color.a<1.0){
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color.a += .1 * eDotLV;
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}
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//////////////////////////////////////////////////////////////////////
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//begin DIRT
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//////////////////////////////////////////////////////////////////////
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if (dirt_enabled >= 1){
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vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor);
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vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb;
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mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r));
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if (color.a < 1.0) {
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color.a += dirtFactor.r * eDotLV;
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}
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if (dirt_multi > 0) {
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mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, smoothstep(0.0, 1.0, dirtFactor.g));
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mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, smoothstep(0.0, 1.0, dirtFactor.b));
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if (color.a < 1.0) {
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color.a += dirtFactor.g * eDotLV;
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color.a += dirtFactor.b * eDotLV;
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}
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}
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}
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//////////////////////////////////////////////////////////////////////
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//END Dirt
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//////////////////////////////////////////////////////////////////////
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// set ambient adjustment to remove bluiness with user input
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float ambient_offset = clamp(amb_correction, -1.0, 1.0);
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vec4 ambient = gl_LightModel.ambient + gl_LightSource[0].ambient;
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vec3 ambient_Correction = vec3(ambient.rg, ambient.b * 0.6);
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ambient_Correction *= ambient_offset;
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ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
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vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a);
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fragColor += Specular * nmap.a;
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//////////////////////////////////////////////////////////////////////
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// BEGIN lightmap
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//////////////////////////////////////////////////////////////////////
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if ( lightmap_enabled >= 1 ) {
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vec3 lightmapcolor = vec3(0.0);
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vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
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lightmap_b_factor, lightmap_a_factor);
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lightmapFactor = lightmapFactor * lightmapTexel;
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if (lightmap_multi > 0 ){
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lightmapcolor = lightmap_r_color * lightmapFactor.r +
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lightmap_g_color * lightmapFactor.g +
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lightmap_b_color * lightmapFactor.b +
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lightmap_a_color * lightmapFactor.a ;
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} else {
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lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r;
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}
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fragColor.rgb = max(fragColor.rgb, lightmapcolor * smoothstep(0.0, 1.0, mixedcolor*.5 + lightmapcolor*.5));
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}
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//////////////////////////////////////////////////////////////////////
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// END lightmap
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/////////////////////////////////////////////////////////////////////
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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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