71 lines
1.5 KiB
GLSL
71 lines
1.5 KiB
GLSL
#version 120
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uniform float fg_Fcoef;
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uniform sampler2D baseTexture;
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varying float fogFactor;
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varying vec3 hazeColor;
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varying vec3 relVector;
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varying float flogz;
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vec3 filter_combined (in vec3 color) ;
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uniform bool is_lightning;
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vec3 rainbow (in float index)
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{
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float red = max(1.0 - 2.0 * index,0.0);
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float green;
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if (index < 0.5)
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{green = 2.0 * index;}
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else
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{green = 1.0 - 2.0 *(index - 0.5);}
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float blue = max(2.0 * (index - 0.5), 0.0);
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red *= 1.3;
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green *=0.6;
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return vec3 (red, green, blue) * hazeColor;
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}
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void main(void)
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{
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vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);
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vec4 finalColor = base * gl_Color;
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vec4 fragColor;
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if (is_lightning==false)
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{
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vec3 nView = normalize(relVector);
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vec3 lightFull = normalize((gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz);
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float calpha = dot(-lightFull, nView);
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float rainbow_shape = smoothstep(0.743 -0.03, 0.743, calpha) * (1.0 - smoothstep(0.743, 0.743+0.03, calpha));
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float color_index = clamp((calpha - 0.713)/ 0.06,0.0,1.0);
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vec3 rainbow_color = rainbow(color_index);
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finalColor.rgb = mix(finalColor.rgb, rainbow_color, 0.5* rainbow_shape);
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fragColor.rgb = mix(hazeColor, finalColor.rgb, fogFactor );
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}
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else
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{fragColor.rgb = finalColor.rgb;}
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fragColor.a = mix(0.0, finalColor.a, fogFactor);
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fragColor.rgb = filter_combined(fragColor.rgb);
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gl_FragColor = fragColor;
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// logarithmic depth
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gl_FragDepth = log2(flogz) * fg_Fcoef * 0.5;
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}
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