118 lines
3.7 KiB
C
118 lines
3.7 KiB
C
// -*- mode: C; -*-
|
|
// Licence: GPL v2
|
|
// Author: Vivian Meazza.
|
|
|
|
#version 120
|
|
|
|
varying vec3 rawpos;
|
|
varying vec3 VNormal;
|
|
varying vec4 constantColor;
|
|
varying vec3 vViewVec;
|
|
varying vec3 reflVec;
|
|
|
|
varying vec4 Diffuse;
|
|
varying float alpha;
|
|
varying float fogCoord;
|
|
|
|
uniform samplerCube Environment;
|
|
uniform sampler2D Rainbow;
|
|
uniform sampler2D BaseTex;
|
|
uniform sampler2D Fresnel;
|
|
uniform sampler2D Map;
|
|
uniform sampler3D Noise;
|
|
|
|
uniform float refl_correction;
|
|
uniform float rainbowiness;
|
|
uniform float fresneliness;
|
|
uniform float noisiness;
|
|
uniform float ambient_correction;
|
|
uniform float reflect_map;
|
|
|
|
void main (void)
|
|
{
|
|
vec3 n, halfV;
|
|
float NdotL, NdotHV;
|
|
vec4 color = constantColor;
|
|
vec4 specular = vec4(0.0);
|
|
n = normalize(VNormal);
|
|
vec3 lightDir = gl_LightSource[0].position.xyz;
|
|
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
|
|
|
|
NdotL = dot(n, lightDir);
|
|
|
|
// calculate the specular light
|
|
if (NdotL > 0.0) {
|
|
color += Diffuse * NdotL;
|
|
halfV = normalize(halfVector);
|
|
NdotHV = max(dot(n, halfV), 0.0);
|
|
if (gl_FrontMaterial.shininess > 0.0)
|
|
specular.rgb = (gl_FrontMaterial.specular.rgb
|
|
* gl_LightSource[0].specular.rgb
|
|
* pow(NdotHV, gl_FrontMaterial.shininess));
|
|
}
|
|
|
|
color.a = alpha;
|
|
color = clamp(color, 0.0, 1.0);
|
|
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
|
|
vec4 texelcolor = color * texel + specular;
|
|
|
|
// calculate the fog factor
|
|
const float LOG2 = 1.442695;
|
|
float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
|
|
fogFactor = clamp(fogFactor, 0.0, 1.0);
|
|
|
|
if(gl_Fog.density == 1.0)
|
|
fogFactor=1.0;
|
|
|
|
vec3 normal = normalize(VNormal);
|
|
vec3 viewVec = normalize(vViewVec);
|
|
|
|
// Map a rainbowish color
|
|
float v = dot(viewVec, normal);
|
|
vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
|
|
|
|
// Map a fresnel effect
|
|
vec4 fresnel = texture2D(Fresnel, vec2(v, 0.0));
|
|
|
|
// map the refection of the environment
|
|
vec4 reflection = textureCube(Environment, reflVec);
|
|
|
|
// set the user shininess offse
|
|
float transparency_offset = clamp(refl_correction, -1.0, 1.0);
|
|
float reflFactor = 0.0;
|
|
|
|
if(reflect_map > 0.0){
|
|
// map the shininess of the object with user input
|
|
vec4 map = texture2D(Map, gl_TexCoord[0].st);
|
|
//float pam = (map.a * -2) + 1; //reverse map
|
|
reflFactor = map.a + transparency_offset;
|
|
} else {
|
|
// set the reflectivity proportional to shininess with user
|
|
// input
|
|
reflFactor = (gl_FrontMaterial.shininess / 128.0) + transparency_offset;
|
|
}
|
|
|
|
reflFactor = clamp(reflFactor, 0.0, 1.0);
|
|
|
|
// set ambient adjustment to remove bluiness with user input
|
|
float ambient_offset = clamp(ambient_correction, -1.0, 1.0);
|
|
vec4 ambient_Correction = vec4(gl_LightSource[0].ambient.rg, gl_LightSource[0].ambient.b * 0.6, 0.5) * ambient_offset ;
|
|
ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
|
|
|
|
// map noise vectore
|
|
vec4 noisevec = texture3D(Noise, rawpos.xyz);
|
|
|
|
// add fringing fresnel and rainbow effects and modulate by reflection
|
|
vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v);
|
|
vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
|
|
vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness);
|
|
vec4 raincolor = vec4(noisecolor.rgb, 1.0) * reflFactor;
|
|
|
|
vec4 mixedcolor = mix(texel, raincolor, reflFactor);
|
|
|
|
// the final reflection
|
|
vec4 reflColor = color * mixedcolor + specular + ambient_Correction ;
|
|
reflColor = clamp(reflColor, 0.0, 1.0);
|
|
|
|
gl_FragColor = mix(gl_Fog.color, reflColor, fogFactor);
|
|
}
|