forked from Mirrorlandia_minetest/minetest
48 lines
1.3 KiB
GLSL
48 lines
1.3 KiB
GLSL
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uniform sampler2D myTexture;
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uniform sampler2D normalTexture;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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varying vec3 vPosition;
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varying vec3 viewVec;
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void main (void)
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{
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vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
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float alpha = col.a;
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vec2 uv = gl_TexCoord[0].st;
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vec4 base = texture2D(myTexture, uv);
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vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
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vec3 vVec = normalize(viewVec);
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vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
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vec3 R = reflect(-vVec, bump);
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vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
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float diffuse = max(dot(lVec, bump), 0.0);
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vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
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float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
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vec4 vSpecular = 0.2*specular * diffuse;
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color += vSpecular;
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col = vec4(color.r, color.g, color.b, alpha);
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col *= gl_Color;
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col = col * col; // SRGB -> Linear
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col *= 1.8;
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col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
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col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
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col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
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col = sqrt(col); // Linear -> SRGB
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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alpha = mix(alpha, 0.0, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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}
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