forked from Mirrorlandia_minetest/minetest
91 lines
2.3 KiB
GLSL
91 lines
2.3 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 eyeVec;
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#ifdef ENABLE_PARALLAX_OCCLUSION
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varying vec3 tsEyeVec;
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#endif
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const float e = 2.718281828459;
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void main (void)
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{
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vec3 color;
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vec2 uv = gl_TexCoord[0].st;
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#ifdef USE_NORMALMAPS
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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#endif
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#ifdef ENABLE_PARALLAX_OCCLUSION
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float height;
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vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
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if (use_normalmap > 0.0) {
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float map_height = texture2D(normalTexture, uv).a;
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if (map_height < 1.0){
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float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
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uv = uv + height * tsEye;
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}
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}
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#endif
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/* Steep parallax code, for future use
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if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
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const float numSteps = 40.0;
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float height = 1.0;
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float step = 1.0 / numSteps;
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vec4 NB = texture2D(normalTexture, uv);
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vec2 delta = tsEye * parallaxMappingScale / numSteps;
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for (float i = 0.0; i < numSteps; i++) {
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if (NB.a < height) {
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height -= step;
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uv += delta;
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NB = texture2D(normalTexture, uv);
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} else {
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break;
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}
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}
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}
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*/
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#ifdef ENABLE_BUMPMAPPING
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if (use_normalmap > 0.0) {
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vec3 base = texture2D(baseTexture, uv).rgb;
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vec3 vVec = normalize(eyeVec);
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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(vVec);
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float diffuse = max(dot(lVec, bump), 0.0);
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float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
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color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
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} else {
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color = texture2D(baseTexture, uv).rgb;
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}
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#else
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color = texture2D(baseTexture, uv).rgb;
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#endif
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float alpha = texture2D(baseTexture, uv).a;
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vec4 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) / e;
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col.g = 1.0 - exp(1.0 - col.g) / e;
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col.b = 1.0 - exp(1.0 - col.b) / e;
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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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col = mix(col, skyBgColor, 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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