2014-03-21 01:32:00 +01:00
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uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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2015-07-16 15:36:48 +02:00
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uniform sampler2D textureFlags;
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2014-03-21 01:32:00 +01:00
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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uniform vec3 eyePosition;
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2019-09-26 22:57:39 +02:00
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// The cameraOffset is the current center of the visible world.
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uniform vec3 cameraOffset;
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uniform float animationTimer;
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2014-03-21 01:32:00 +01:00
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varying vec3 vPosition;
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2019-09-26 22:57:39 +02:00
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// World position in the visible world (i.e. relative to the cameraOffset.)
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// This can be used for many shader effects without loss of precision.
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// If the absolute position is required it can be calculated with
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// cameraOffset + worldPosition (for large coordinates the limits of float
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// precision must be considered).
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2014-03-21 01:32:00 +01:00
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varying vec3 worldPosition;
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2015-06-21 00:11:09 +02:00
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varying float area_enable_parallax;
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2014-03-21 01:32:00 +01:00
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varying vec3 eyeVec;
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varying vec3 tsEyeVec;
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varying vec3 lightVec;
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varying vec3 tsLightVec;
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2015-07-16 15:36:48 +02:00
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bool normalTexturePresent = false;
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2014-03-21 01:32:00 +01:00
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const float e = 2.718281828459;
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2014-05-14 23:19:31 +02:00
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const float BS = 10.0;
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2016-12-04 06:43:25 +01:00
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const float fogStart = FOG_START;
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2016-11-16 17:56:05 +01:00
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const float fogShadingParameter = 1 / ( 1 - fogStart);
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2015-07-16 15:36:48 +02:00
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2016-01-25 13:33:22 +01:00
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#ifdef ENABLE_TONE_MAPPING
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/* Hable's UC2 Tone mapping parameters
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A = 0.22;
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B = 0.30;
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C = 0.10;
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D = 0.20;
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E = 0.01;
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F = 0.30;
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W = 11.2;
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equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
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*/
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vec3 uncharted2Tonemap(vec3 x)
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{
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2017-01-31 08:42:39 +01:00
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return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333;
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2016-01-25 13:33:22 +01:00
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}
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vec4 applyToneMapping(vec4 color)
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{
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color = vec4(pow(color.rgb, vec3(2.2)), color.a);
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const float gamma = 1.6;
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const float exposureBias = 5.5;
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color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
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// Precalculated white_scale from
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//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
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vec3 whiteScale = vec3(1.036015346);
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color.rgb *= whiteScale;
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return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
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}
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#endif
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2015-07-16 15:36:48 +02:00
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void get_texture_flags()
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{
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vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
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if (flags.r > 0.5) {
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normalTexturePresent = true;
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}
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}
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2015-06-14 21:13:36 +02:00
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vec4 get_normal_map(vec2 uv)
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{
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2014-03-21 01:32:00 +01:00
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vec4 bump = texture2D(normalTexture, uv).rgba;
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2015-06-14 21:13:36 +02:00
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bump.xyz = normalize(bump.xyz * 2.0 - 1.0);
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2014-03-21 01:32:00 +01:00
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return bump;
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}
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2015-06-14 21:13:36 +02:00
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float find_intersection(vec2 dp, vec2 ds)
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{
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float depth = 1.0;
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2015-12-09 23:08:55 +01:00
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float best_depth = 0.0;
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float size = 0.0625;
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for (int i = 0; i < 15; i++) {
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depth -= size;
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2015-07-02 21:36:45 +02:00
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float h = texture2D(normalTexture, dp + ds * depth).a;
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2015-12-09 23:08:55 +01:00
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if (depth <= h) {
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best_depth = depth;
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2015-07-02 21:36:45 +02:00
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break;
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2015-12-09 23:08:55 +01:00
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}
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}
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depth = best_depth;
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for (int i = 0; i < 4; i++) {
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size *= 0.5;
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float h = texture2D(normalTexture,dp + ds * depth).a;
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if (depth <= h) {
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best_depth = depth;
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depth += size;
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} else {
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depth -= size;
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}
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2015-06-14 21:13:36 +02:00
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}
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2015-12-09 23:08:55 +01:00
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return best_depth;
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2015-06-14 21:13:36 +02:00
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}
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2015-07-16 15:36:48 +02:00
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void main(void)
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2014-03-21 01:32:00 +01:00
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{
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vec3 color;
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vec4 bump;
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vec2 uv = gl_TexCoord[0].st;
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bool use_normalmap = false;
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2015-07-16 15:36:48 +02:00
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get_texture_flags();
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2014-03-21 01:32:00 +01:00
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#ifdef ENABLE_PARALLAX_OCCLUSION
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2015-07-02 21:36:45 +02:00
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vec2 eyeRay = vec2 (tsEyeVec.x, -tsEyeVec.y);
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const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
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const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
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2015-07-16 15:36:48 +02:00
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2015-06-14 21:13:36 +02:00
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#if PARALLAX_OCCLUSION_MODE == 0
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// Parallax occlusion with slope information
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2015-06-21 00:11:09 +02:00
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if (normalTexturePresent && area_enable_parallax > 0.0) {
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2015-07-02 21:36:45 +02:00
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for (int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
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2015-06-14 21:13:36 +02:00
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vec4 normal = texture2D(normalTexture, uv.xy);
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float h = normal.a * scale - bias;
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2015-07-02 21:36:45 +02:00
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uv += h * normal.z * eyeRay;
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2015-06-14 21:13:36 +02:00
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}
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2020-09-14 19:27:25 +02:00
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}
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2015-06-14 21:13:36 +02:00
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#endif
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#if PARALLAX_OCCLUSION_MODE == 1
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// Relief mapping
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2015-06-21 00:11:09 +02:00
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if (normalTexturePresent && area_enable_parallax > 0.0) {
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2015-07-02 21:36:45 +02:00
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vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
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2015-06-14 21:13:36 +02:00
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float dist = find_intersection(uv, ds);
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2015-08-18 23:59:44 +02:00
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uv += dist * ds;
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2014-03-21 01:32:00 +01:00
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}
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#endif
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2020-09-14 19:27:25 +02:00
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#endif
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2014-03-21 01:32:00 +01:00
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2015-07-02 21:36:45 +02:00
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#if USE_NORMALMAPS == 1
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2015-06-14 21:13:36 +02:00
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if (normalTexturePresent) {
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2014-03-21 01:32:00 +01:00
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bump = get_normal_map(uv);
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use_normalmap = true;
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2015-07-16 15:36:48 +02:00
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}
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2014-03-21 01:32:00 +01:00
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#endif
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2015-06-14 21:13:36 +02:00
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vec4 base = texture2D(baseTexture, uv).rgba;
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2020-08-25 20:49:51 +02:00
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#ifdef USE_DISCARD
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// If alpha is zero, we can just discard the pixel. This fixes transparency
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// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa.
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if (base.a == 0.0) {
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discard;
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}
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#endif
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2014-03-21 01:32:00 +01:00
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#ifdef ENABLE_BUMPMAPPING
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2015-06-14 21:13:36 +02:00
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if (use_normalmap) {
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2014-03-21 01:32:00 +01:00
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vec3 L = normalize(lightVec);
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2015-07-02 21:36:45 +02:00
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vec3 E = normalize(eyeVec);
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float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0);
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float diffuse = dot(-E,bump.xyz);
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2015-06-14 21:13:36 +02:00
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color = (diffuse + 0.1 * specular) * base.rgb;
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2014-03-21 01:32:00 +01:00
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} else {
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color = base.rgb;
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}
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#else
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color = base.rgb;
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#endif
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2016-01-25 13:33:22 +01:00
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vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
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2016-10-24 17:23:13 +02:00
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#ifdef ENABLE_TONE_MAPPING
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col = applyToneMapping(col);
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#endif
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2016-12-08 06:14:18 +01:00
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// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
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// the fog will only be rendered correctly if the last operation before the
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// clamp() is an addition. Else, the clamp() seems to be ignored.
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// E.g. the following won't work:
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// float clarity = clamp(fogShadingParameter
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// * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
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// As additions usually come for free following a multiplication, the new formula
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// should be more efficient as well.
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// Note: clarity = (1 - fogginess)
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float clarity = clamp(fogShadingParameter
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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col = mix(skyBgColor, col, clarity);
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2016-01-25 13:33:22 +01:00
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col = vec4(col.rgb, base.a);
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gl_FragColor = col;
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2014-03-21 01:32:00 +01:00
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}
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