forked from Mirrorlandia_minetest/minetest
178 lines
4.6 KiB
GLSL
178 lines
4.6 KiB
GLSL
uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D useNormalmap;
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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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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying float generate_heightmaps;
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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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bool normalTexturePresent = false;
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const float e = 2.718281828459;
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const float BS = 10.0;
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float intensity (vec3 color)
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{
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return (color.r + color.g + color.b) / 3.0;
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}
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float get_rgb_height (vec2 uv)
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{
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return intensity(texture2D(baseTexture,uv).rgb);
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}
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vec4 get_normal_map(vec2 uv)
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{
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vec4 bump = texture2D(normalTexture, uv).rgba;
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bump.xyz = normalize(bump.xyz * 2.0 - 1.0);
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return bump;
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}
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float find_intersection(vec2 dp, vec2 ds)
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{
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const int linear_steps = 10;
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const int binary_steps = 5;
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const float depth_step = 1.0 / linear_steps;
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float size = depth_step;
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float depth = 1.0;
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float best_depth = 1.0;
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for (int i = 0 ; i < linear_steps - 1 ; ++i) {
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vec4 t = texture2D(normalTexture, dp + ds * depth);
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if (best_depth > 0.05)
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if (depth >= t.a)
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best_depth = depth;
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depth -= size;
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}
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depth = best_depth - size;
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for (int i = 0 ; i < binary_steps ; ++i) {
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size *= 0.5;
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vec4 t = texture2D(normalTexture, dp + ds * depth);
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if (depth >= t.a) {
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best_depth = depth;
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depth -= 2 * size;
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}
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depth += size;
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}
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return best_depth;
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}
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float find_intersectionRGB(vec2 dp, vec2 ds) {
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const float iterations = 24;
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const float depth_step = 1.0 / iterations;
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float depth = 1.0;
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for (int i = 0 ; i < iterations ; i++) {
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float h = get_rgb_height(dp + ds * depth);
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if (h >= depth)
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break;
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depth -= depth_step;
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}
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return depth;
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}
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void main (void)
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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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#ifdef USE_NORMALMAPS
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if (texture2D(useNormalmap,vec2(1.0, 1.0)).r > 0.0) {
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normalTexturePresent = true;
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}
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#endif
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#ifdef ENABLE_PARALLAX_OCCLUSION
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vec3 eyeRay = normalize(tsEyeVec);
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#if PARALLAX_OCCLUSION_MODE == 0
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// Parallax occlusion with slope information
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if (normalTexturePresent) {
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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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for(int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
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vec4 normal = texture2D(normalTexture, uv.xy);
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float h = normal.a * scale - bias;
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uv += h * normal.z * eyeRay.xy;
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}
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#endif
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#if PARALLAX_OCCLUSION_MODE == 1
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// Relief mapping
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if (normalTexturePresent) {
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vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
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float dist = find_intersection(uv, ds);
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uv += dist * ds;
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#endif
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} else if (generate_heightmaps > 0.0) {
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vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
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float dist = find_intersectionRGB(uv, ds);
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uv += dist * ds;
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}
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#endif
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#ifdef USE_NORMALMAPS
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if (normalTexturePresent) {
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bump = get_normal_map(uv);
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use_normalmap = true;
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}
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#endif
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if (GENERATE_NORMALMAPS == 1 && use_normalmap == false) {
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float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y));
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float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP));
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float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y));
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float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
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float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
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bump = vec4(normalize(vec3 (-dX, -dY, NORMALMAPS_STRENGTH)), 1.0);
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use_normalmap = true;
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}
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vec4 base = texture2D(baseTexture, uv).rgba;
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#ifdef ENABLE_BUMPMAPPING
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if (use_normalmap) {
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vec3 L = normalize(lightVec);
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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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color = (diffuse + 0.1 * specular) * base.rgb;
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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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#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
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float alpha = gl_Color.a;
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vec4 col = vec4(color.rgb, alpha);
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col *= gl_Color;
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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.rgb, alpha);
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#else
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vec4 col = vec4(color.rgb, base.a);
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col *= gl_Color;
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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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col = mix(col, skyBgColor, d);
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}
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gl_FragColor = vec4(col.rgb, base.a);
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#endif
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}
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