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Normal maps generation on the fly.
Parallax mapping with slope information. Overriding normal maps.
This commit is contained in:
parent
f3d83a4516
commit
0dc1aec509
@ -723,6 +723,9 @@ function tabbuilder.handle_settings_buttons(fields)
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if fields["cb_parallax"] then
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if fields["cb_parallax"] then
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engine.setting_set("enable_parallax_occlusion", fields["cb_parallax"])
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engine.setting_set("enable_parallax_occlusion", fields["cb_parallax"])
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end
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end
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if fields["cb_generate_normalmaps"] then
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engine.setting_set("generate_normalmaps", fields["cb_generate_normalmaps"])
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end
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if fields["cb_waving_water"] then
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if fields["cb_waving_water"] then
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engine.setting_set("enable_waving_water", fields["cb_waving_water"])
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engine.setting_set("enable_waving_water", fields["cb_waving_water"])
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end
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end
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@ -1016,19 +1019,22 @@ if engine.setting_getbool("enable_shaders") then
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.. dump(engine.setting_getbool("enable_bumpmapping")) .. "]"..
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.. dump(engine.setting_getbool("enable_bumpmapping")) .. "]"..
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"checkbox[8,1.0;cb_parallax;".. fgettext("Parallax Occlusion") .. ";"
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"checkbox[8,1.0;cb_parallax;".. fgettext("Parallax Occlusion") .. ";"
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.. dump(engine.setting_getbool("enable_parallax_occlusion")) .. "]"..
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.. dump(engine.setting_getbool("enable_parallax_occlusion")) .. "]"..
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"checkbox[8,1.5;cb_waving_water;".. fgettext("Waving Water") .. ";"
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"checkbox[8,1.5;cb_generate_normalmaps;".. fgettext("Generate Normalmaps") .. ";"
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.. dump(engine.setting_getbool("generate_normalmaps")) .. "]"..
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"checkbox[8,2.0;cb_waving_water;".. fgettext("Waving Water") .. ";"
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.. dump(engine.setting_getbool("enable_waving_water")) .. "]"..
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.. dump(engine.setting_getbool("enable_waving_water")) .. "]"..
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"checkbox[8,2.0;cb_waving_leaves;".. fgettext("Waving Leaves") .. ";"
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"checkbox[8,2.5;cb_waving_leaves;".. fgettext("Waving Leaves") .. ";"
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.. dump(engine.setting_getbool("enable_waving_leaves")) .. "]"..
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.. dump(engine.setting_getbool("enable_waving_leaves")) .. "]"..
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"checkbox[8,2.5;cb_waving_plants;".. fgettext("Waving Plants") .. ";"
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"checkbox[8,3.0;cb_waving_plants;".. fgettext("Waving Plants") .. ";"
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.. dump(engine.setting_getbool("enable_waving_plants")) .. "]"
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.. dump(engine.setting_getbool("enable_waving_plants")) .. "]"
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else
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else
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tab_string = tab_string ..
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tab_string = tab_string ..
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"textlist[8.33,0.7;4,1;;#888888" .. fgettext("Bumpmapping") .. ";0;true]" ..
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"textlist[8.33,0.7;4,1;;#888888" .. fgettext("Bumpmapping") .. ";0;true]" ..
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"textlist[8.33,1.2;4,1;;#888888" .. fgettext("Parallax Occlusion") .. ";0;true]" ..
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"textlist[8.33,1.2;4,1;;#888888" .. fgettext("Parallax Occlusion") .. ";0;true]" ..
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"textlist[8.33,1.7;4,1;;#888888" .. fgettext("Waving Water") .. ";0;true]" ..
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"textlist[8.33,1.7;4,1;;#888888" .. fgettext("Generate Normalmaps") .. ";0;true]" ..
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"textlist[8.33,2.2;4,1;;#888888" .. fgettext("Waving Leaves") .. ";0;true]" ..
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"textlist[8.33,2.2;4,1;;#888888" .. fgettext("Waving Water") .. ";0;true]" ..
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"textlist[8.33,2.7;4,1;;#888888" .. fgettext("Waving Plants") .. ";0;true]"
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"textlist[8.33,2.7;4,1;;#888888" .. fgettext("Waving Leaves") .. ";0;true]" ..
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"textlist[8.33,3.2;4,1;;#888888" .. fgettext("Waving Plants") .. ";0;true]"
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end
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end
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return tab_string
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return tab_string
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end
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end
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@ -7,65 +7,104 @@ uniform float fogDistance;
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uniform vec3 eyePosition;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 vPosition;
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varying vec3 eyeVec;
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varying vec3 worldPosition;
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#ifdef ENABLE_PARALLAX_OCCLUSION
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varying vec3 eyeVec;
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varying vec3 tsEyeVec;
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varying vec3 tsEyeVec;
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#endif
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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 e = 2.718281828459;
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float intensity (vec3 color){
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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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return intensity(texture2D(baseTexture,uv).rgb);
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}
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vec4 get_normal_map(vec2 uv){
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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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bump.y = -bump.y;
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return bump;
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}
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void main (void)
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void main (void)
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{
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{
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vec3 color;
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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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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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#ifdef USE_NORMALMAPS
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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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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#endif
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#ifdef ENABLE_PARALLAX_OCCLUSION
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#ifdef ENABLE_PARALLAX_OCCLUSION
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float height;
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if (normalTexturePresent){
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vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
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vec3 tsEye = normalize(tsEyeVec);
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float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
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if (use_normalmap > 0.0) {
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uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
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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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}
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#endif
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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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#ifdef GENERATE_NORMALMAPS
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if (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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#endif
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vec4 base = texture2D(baseTexture, uv).rgba;
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#ifdef ENABLE_BUMPMAPPING
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#ifdef ENABLE_BUMPMAPPING
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if (use_normalmap > 0.0) {
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if (use_normalmap){
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vec3 base = texture2D(baseTexture, uv).rgb;
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vec3 L = normalize(lightVec);
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vec3 vVec = normalize(eyeVec);
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vec3 E = normalize(eyeVec);
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vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
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float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
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vec3 R = reflect(-vVec, bump);
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float diffuse = dot(E,bump.xyz);
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vec3 lVec = normalize(vVec);
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color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
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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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} else {
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color = texture2D(baseTexture, uv).rgb;
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color = base.rgb;
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}
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}
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#else
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#else
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color = texture2D(baseTexture, uv).rgb;
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color = base.rgb;
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#endif
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#endif
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float alpha = texture2D(baseTexture, uv).a;
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vec4 col = vec4(color.rgb, base.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 = col * col; // SRGB -> Linear
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col *= 1.8;
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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.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.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.b = 1.0 - exp(1.0 - col.b) / e;
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col = sqrt(col); // Linear -> SRGB
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col = sqrt(col); // Linear -> SRGB
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col *= gl_Color;
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if(fogDistance != 0.0){
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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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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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col = mix(col, skyBgColor, d);
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}
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}
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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gl_FragColor = vec4(col.rgb, base.a);
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}
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}
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@ -1,27 +1,33 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform mat4 mTransWorld;
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uniform mat4 mWorld;
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uniform float dayNightRatio;
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uniform float dayNightRatio;
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uniform vec3 eyePosition;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 vPosition;
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varying vec3 eyeVec;
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varying vec3 worldPosition;
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varying vec3 eyeVec;
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varying vec3 lightVec;
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#ifdef ENABLE_PARALLAX_OCCLUSION
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varying vec3 tsEyeVec;
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varying vec3 tsEyeVec;
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#endif
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varying vec3 tsLightVec;
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const float BS = 10.0;
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void main(void)
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void main(void)
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{
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = mWorldViewProj * gl_Vertex;
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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vPosition = gl_Position.xyz;
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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worldPosition = (mWorld * gl_Vertex).xyz;
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vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
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#ifdef ENABLE_PARALLAX_OCCLUSION
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vec3 normal, tangent, binormal;
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vec3 normal, tangent, binormal;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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normal = normalize(gl_NormalMatrix * gl_Normal);
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if (gl_Normal.x > 0.5) {
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if (gl_Normal.x > 0.5) {
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// 1.0, 0.0, 0.0
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// 1.0, 0.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
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@ -47,25 +53,20 @@ void main(void)
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tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
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tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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}
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}
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mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
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mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z);
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tangent.z, binormal.z, normal.z);
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tsEyeVec = normalize(eyeVec * tbnMatrix);
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lightVec = sunPosition - worldPosition;
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#endif
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tsLightVec = lightVec * tbnMatrix;
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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tsEyeVec = eyeVec * tbnMatrix;
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vec4 color;
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vec4 color;
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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float day = gl_Color.r;
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float day = gl_Color.r;
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float night = gl_Color.g;
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float night = gl_Color.g;
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float light_source = gl_Color.b;
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float light_source = gl_Color.b;
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/*color.r = mix(night, day, dayNightRatio);
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color.g = color.r;
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color.b = color.r;*/
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float rg = mix(night, day, dayNightRatio);
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float rg = mix(night, day, dayNightRatio);
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rg += light_source * 2.5; // Make light sources brighter
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rg += light_source * 2.5; // Make light sources brighter
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float b = rg;
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float b = rg;
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@ -90,13 +91,8 @@ void main(void)
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color = color * color; // SRGB -> Linear
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color = color * color; // SRGB -> Linear
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if(gl_Normal.y <= 0.5)
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if(gl_Normal.y <= 0.5)
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color *= 0.6;
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color *= 0.6;
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//color *= 0.7;
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color = sqrt(color); // Linear -> SRGB
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color = sqrt(color); // Linear -> SRGB
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color.a = gl_Color.a;
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = color;
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gl_FrontColor = gl_BackColor = color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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}
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@ -7,48 +7,94 @@ uniform float fogDistance;
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uniform vec3 eyePosition;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying vec3 eyeVec;
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varying vec3 eyeVec;
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varying vec3 lightVec;
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bool normalTexturePresent = false;
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const float e = 2.718281828459;
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const float e = 2.718281828459;
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float intensity (vec3 color){
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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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return intensity(texture2D(baseTexture,uv).rgb);
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}
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vec4 get_normal_map(vec2 uv){
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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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bump.y = -bump.y;
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return bump;
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}
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void main (void)
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void main (void)
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{
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{
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vec3 color;
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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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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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#ifdef USE_NORMALMAPS
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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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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#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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|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef GENERATE_NORMALMAPS
|
||||||
|
if (use_normalmap == false){
|
||||||
|
float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
|
||||||
|
float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
|
||||||
|
float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
|
||||||
|
float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
|
||||||
|
float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
|
||||||
|
float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
|
||||||
|
float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
|
||||||
|
float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
|
||||||
|
float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
|
||||||
|
float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
|
||||||
|
bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
|
||||||
|
use_normalmap = true;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
vec4 base = texture2D(baseTexture, uv).rgba;
|
||||||
|
|
||||||
#ifdef ENABLE_BUMPMAPPING
|
#ifdef ENABLE_BUMPMAPPING
|
||||||
if (use_normalmap > 0.0) {
|
if (use_normalmap){
|
||||||
vec3 base = texture2D(baseTexture, uv).rgb;
|
vec3 L = normalize(lightVec);
|
||||||
vec3 vVec = normalize(eyeVec);
|
vec3 E = normalize(eyeVec);
|
||||||
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
|
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
|
||||||
vec3 R = reflect(-vVec, bump);
|
float diffuse = dot(E,bump.xyz);
|
||||||
vec3 lVec = normalize(vVec);
|
color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
|
||||||
float diffuse = max(dot(lVec, bump), 0.0);
|
|
||||||
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
|
|
||||||
color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
|
|
||||||
} else {
|
} else {
|
||||||
color = texture2D(baseTexture, uv).rgb;
|
color = base.rgb;
|
||||||
}
|
}
|
||||||
#else
|
#else
|
||||||
color = texture2D(baseTexture, uv).rgb;
|
color = base.rgb;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
float alpha = texture2D(baseTexture, uv).a;
|
vec4 col = vec4(color.rgb, base.a);
|
||||||
vec4 col = vec4(color.r, color.g, color.b, alpha);
|
|
||||||
col *= gl_Color;
|
|
||||||
col = col * col; // SRGB -> Linear
|
col = col * col; // SRGB -> Linear
|
||||||
col *= 1.8;
|
col *= 1.8;
|
||||||
col.r = 1.0 - exp(1.0 - col.r) / e;
|
col.r = 1.0 - exp(1.0 - col.r) / e;
|
||||||
col.g = 1.0 - exp(1.0 - col.g) / e;
|
col.g = 1.0 - exp(1.0 - col.g) / e;
|
||||||
col.b = 1.0 - exp(1.0 - col.b) / e;
|
col.b = 1.0 - exp(1.0 - col.b) / e;
|
||||||
col = sqrt(col); // Linear -> SRGB
|
col = sqrt(col); // Linear -> SRGB
|
||||||
|
col *= gl_Color;
|
||||||
if(fogDistance != 0.0){
|
if(fogDistance != 0.0){
|
||||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||||
col = mix(col, skyBgColor, d);
|
col = mix(col, skyBgColor, d);
|
||||||
}
|
}
|
||||||
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
|
gl_FragColor = vec4(col.rgb, base.a);
|
||||||
}
|
}
|
||||||
|
@ -1,13 +1,20 @@
|
|||||||
uniform mat4 mWorldViewProj;
|
uniform mat4 mWorldViewProj;
|
||||||
uniform mat4 mInvWorld;
|
uniform mat4 mInvWorld;
|
||||||
uniform mat4 mTransWorld;
|
uniform mat4 mTransWorld;
|
||||||
|
uniform mat4 mWorld;
|
||||||
|
|
||||||
uniform float dayNightRatio;
|
uniform float dayNightRatio;
|
||||||
uniform float animationTimer;
|
uniform float animationTimer;
|
||||||
|
|
||||||
uniform vec3 eyePosition;
|
uniform vec3 eyePosition;
|
||||||
|
|
||||||
varying vec3 vPosition;
|
varying vec3 vPosition;
|
||||||
|
varying vec3 worldPosition;
|
||||||
|
|
||||||
varying vec3 eyeVec;
|
varying vec3 eyeVec;
|
||||||
|
varying vec3 lightVec;
|
||||||
|
|
||||||
|
const float BS = 10.0;
|
||||||
|
|
||||||
#ifdef ENABLE_WAVING_LEAVES
|
#ifdef ENABLE_WAVING_LEAVES
|
||||||
float smoothCurve( float x ) {
|
float smoothCurve( float x ) {
|
||||||
@ -27,7 +34,7 @@ void main(void)
|
|||||||
|
|
||||||
#ifdef ENABLE_WAVING_LEAVES
|
#ifdef ENABLE_WAVING_LEAVES
|
||||||
vec4 pos = gl_Vertex;
|
vec4 pos = gl_Vertex;
|
||||||
vec4 pos2 = mTransWorld*gl_Vertex;
|
vec4 pos2 = mWorld*gl_Vertex;
|
||||||
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
|
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
|
||||||
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
|
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
|
||||||
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
|
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
|
||||||
@ -36,8 +43,11 @@ void main(void)
|
|||||||
gl_Position = mWorldViewProj * gl_Vertex;
|
gl_Position = mWorldViewProj * gl_Vertex;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
vPosition = gl_Position.xyz;
|
||||||
|
worldPosition = (mWorld * gl_Vertex).xyz;
|
||||||
|
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
|
||||||
|
|
||||||
|
lightVec = sunPosition - worldPosition;
|
||||||
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||||
|
|
||||||
vec4 color;
|
vec4 color;
|
||||||
@ -75,13 +85,8 @@ void main(void)
|
|||||||
color = color * color; // SRGB -> Linear
|
color = color * color; // SRGB -> Linear
|
||||||
if(gl_Normal.y <= 0.5)
|
if(gl_Normal.y <= 0.5)
|
||||||
color *= 0.6;
|
color *= 0.6;
|
||||||
//color *= 0.7;
|
|
||||||
color = sqrt(color); // Linear -> SRGB
|
color = sqrt(color); // Linear -> SRGB
|
||||||
|
|
||||||
color.a = gl_Color.a;
|
color.a = gl_Color.a;
|
||||||
|
|
||||||
gl_FrontColor = gl_BackColor = color;
|
gl_FrontColor = gl_BackColor = color;
|
||||||
|
|
||||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -7,48 +7,89 @@ uniform float fogDistance;
|
|||||||
uniform vec3 eyePosition;
|
uniform vec3 eyePosition;
|
||||||
|
|
||||||
varying vec3 vPosition;
|
varying vec3 vPosition;
|
||||||
|
varying vec3 worldPosition;
|
||||||
|
|
||||||
varying vec3 eyeVec;
|
varying vec3 eyeVec;
|
||||||
|
varying vec3 tsEyeVec;
|
||||||
|
varying vec3 lightVec;
|
||||||
|
varying vec3 tsLightVec;
|
||||||
|
|
||||||
const float e = 2.718281828459;
|
const float e = 2.718281828459;
|
||||||
|
|
||||||
|
float intensity (vec3 color){
|
||||||
|
return (color.r + color.g + color.b) / 3.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
float get_rgb_height (vec2 uv){
|
||||||
|
return intensity(texture2D(baseTexture,uv).rgb);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 get_normal_map(vec2 uv){
|
||||||
|
vec4 bump = texture2D(normalTexture, uv).rgba;
|
||||||
|
bump.xyz = normalize(bump.xyz * 2.0 -1.0);
|
||||||
|
bump.y = -bump.y;
|
||||||
|
return bump;
|
||||||
|
}
|
||||||
|
|
||||||
void main (void)
|
void main (void)
|
||||||
{
|
{
|
||||||
vec3 color;
|
vec3 color;
|
||||||
|
vec4 bump;
|
||||||
vec2 uv = gl_TexCoord[0].st;
|
vec2 uv = gl_TexCoord[0].st;
|
||||||
|
bool use_normalmap = false;
|
||||||
|
|
||||||
#ifdef USE_NORMALMAPS
|
#ifdef USE_NORMALMAPS
|
||||||
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
|
if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
|
||||||
|
bump = get_normal_map(uv);
|
||||||
|
use_normalmap = true;
|
||||||
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#ifdef GENERATE_NORMALMAPS
|
||||||
|
if (use_normalmap == false){
|
||||||
|
float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
|
||||||
|
float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
|
||||||
|
float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
|
||||||
|
float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
|
||||||
|
float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
|
||||||
|
float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
|
||||||
|
float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
|
||||||
|
float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
|
||||||
|
float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
|
||||||
|
float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
|
||||||
|
bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
|
||||||
|
use_normalmap = true;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
vec4 base = texture2D(baseTexture, uv).rgba;
|
||||||
|
|
||||||
#ifdef ENABLE_BUMPMAPPING
|
#ifdef ENABLE_BUMPMAPPING
|
||||||
if (use_normalmap > 0.0) {
|
if (use_normalmap){
|
||||||
vec3 base = texture2D(baseTexture, uv).rgb;
|
vec3 L = normalize(lightVec);
|
||||||
vec3 vVec = normalize(eyeVec);
|
vec3 E = normalize(eyeVec);
|
||||||
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
|
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
|
||||||
vec3 R = reflect(-vVec, bump);
|
float diffuse = dot(E,bump.xyz);
|
||||||
vec3 lVec = normalize(vVec);
|
color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
|
||||||
float diffuse = max(dot(vec3(-1.0, -0.4, 0.5), bump), 0.0);
|
|
||||||
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
|
|
||||||
color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
|
|
||||||
} else {
|
} else {
|
||||||
color = texture2D(baseTexture, uv).rgb;
|
color = base.rgb;
|
||||||
}
|
}
|
||||||
#else
|
#else
|
||||||
color = texture2D(baseTexture, uv).rgb;
|
color = base.rgb;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
float alpha = gl_Color.a;
|
float alpha = gl_Color.a;
|
||||||
vec4 col = vec4(color.r, color.g, color.b, alpha);
|
vec4 col = vec4(color.rgb, alpha);
|
||||||
col *= gl_Color;
|
|
||||||
col = col * col; // SRGB -> Linear
|
col = col * col; // SRGB -> Linear
|
||||||
col *= 1.8;
|
col *= 1.8;
|
||||||
col.r = 1.0 - exp(1.0 - col.r) / e;
|
col.r = 1.0 - exp(1.0 - col.r) / e;
|
||||||
col.g = 1.0 - exp(1.0 - col.g) / e;
|
col.g = 1.0 - exp(1.0 - col.g) / e;
|
||||||
col.b = 1.0 - exp(1.0 - col.b) / e;
|
col.b = 1.0 - exp(1.0 - col.b) / e;
|
||||||
col = sqrt(col); // Linear -> SRGB
|
col = sqrt(col); // Linear -> SRGB
|
||||||
|
col *= gl_Color;
|
||||||
if(fogDistance != 0.0){
|
if(fogDistance != 0.0){
|
||||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||||
alpha = mix(alpha, 0.0, d);
|
alpha = mix(alpha, 0.0, d);
|
||||||
}
|
}
|
||||||
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
|
gl_FragColor = vec4(color.rgb, alpha);
|
||||||
}
|
}
|
||||||
|
@ -1,40 +1,84 @@
|
|||||||
uniform mat4 mWorldViewProj;
|
uniform mat4 mWorldViewProj;
|
||||||
uniform mat4 mInvWorld;
|
uniform mat4 mInvWorld;
|
||||||
uniform mat4 mTransWorld;
|
uniform mat4 mTransWorld;
|
||||||
|
uniform mat4 mWorld;
|
||||||
|
|
||||||
uniform float dayNightRatio;
|
uniform float dayNightRatio;
|
||||||
uniform float animationTimer;
|
uniform float animationTimer;
|
||||||
|
|
||||||
uniform vec3 eyePosition;
|
uniform vec3 eyePosition;
|
||||||
|
|
||||||
varying vec3 vPosition;
|
varying vec3 vPosition;
|
||||||
|
varying vec3 worldPosition;
|
||||||
|
|
||||||
varying vec3 eyeVec;
|
varying vec3 eyeVec;
|
||||||
|
varying vec3 lightVec;
|
||||||
|
|
||||||
|
varying vec3 tsEyeVec;
|
||||||
|
varying vec3 tsLightVec;
|
||||||
|
|
||||||
|
const float BS = 10.0;
|
||||||
|
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||||
|
|
||||||
#ifdef ENABLE_WAVING_WATER
|
#ifdef ENABLE_WAVING_WATER
|
||||||
vec4 pos2 = gl_Vertex;
|
vec4 pos2 = gl_Vertex;
|
||||||
pos2.y -= 2.0;
|
pos2.y -= 2.0;
|
||||||
pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
|
pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
|
||||||
+ sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
|
+ sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
|
||||||
gl_Position = mWorldViewProj * pos2;
|
gl_Position = mWorldViewProj * pos2;
|
||||||
|
vPosition = gl_Position.xyz;
|
||||||
#else
|
#else
|
||||||
gl_Position = mWorldViewProj * gl_Vertex;
|
gl_Position = mWorldViewProj * gl_Vertex;
|
||||||
|
vPosition = gl_Position.xyz;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
worldPosition = (mWorld * gl_Vertex).xyz;
|
||||||
|
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
|
||||||
|
|
||||||
|
vec3 normal, tangent, binormal;
|
||||||
|
normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||||
|
if (gl_Normal.x > 0.5) {
|
||||||
|
// 1.0, 0.0, 0.0
|
||||||
|
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
|
||||||
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||||
|
} else if (gl_Normal.x < -0.5) {
|
||||||
|
// -1.0, 0.0, 0.0
|
||||||
|
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
||||||
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||||
|
} else if (gl_Normal.y > 0.5) {
|
||||||
|
// 0.0, 1.0, 0.0
|
||||||
|
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
||||||
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
||||||
|
} else if (gl_Normal.y < -0.5) {
|
||||||
|
// 0.0, -1.0, 0.0
|
||||||
|
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
||||||
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
||||||
|
} else if (gl_Normal.z > 0.5) {
|
||||||
|
// 0.0, 0.0, 1.0
|
||||||
|
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
||||||
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||||
|
} else if (gl_Normal.z < -0.5) {
|
||||||
|
// 0.0, 0.0, -1.0
|
||||||
|
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
|
||||||
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||||
|
}
|
||||||
|
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
|
||||||
|
tangent.y, binormal.y, normal.y,
|
||||||
|
tangent.z, binormal.z, normal.z);
|
||||||
|
|
||||||
|
lightVec = sunPosition - worldPosition;
|
||||||
|
tsLightVec = lightVec * tbnMatrix;
|
||||||
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
tsEyeVec = eyeVec * tbnMatrix;
|
||||||
|
|
||||||
vec4 color;
|
vec4 color;
|
||||||
//color = vec4(1.0, 1.0, 1.0, 1.0);
|
|
||||||
|
|
||||||
float day = gl_Color.r;
|
float day = gl_Color.r;
|
||||||
float night = gl_Color.g;
|
float night = gl_Color.g;
|
||||||
float light_source = gl_Color.b;
|
float light_source = gl_Color.b;
|
||||||
|
|
||||||
/*color.r = mix(night, day, dayNightRatio);
|
|
||||||
color.g = color.r;
|
|
||||||
color.b = color.r;*/
|
|
||||||
|
|
||||||
float rg = mix(night, day, dayNightRatio);
|
float rg = mix(night, day, dayNightRatio);
|
||||||
rg += light_source * 2.5; // Make light sources brighter
|
rg += light_source * 2.5; // Make light sources brighter
|
||||||
float b = rg;
|
float b = rg;
|
||||||
@ -54,10 +98,13 @@ void main(void)
|
|||||||
color.r = clamp(rg,0.0,1.0);
|
color.r = clamp(rg,0.0,1.0);
|
||||||
color.g = clamp(rg,0.0,1.0);
|
color.g = clamp(rg,0.0,1.0);
|
||||||
color.b = clamp(b,0.0,1.0);
|
color.b = clamp(b,0.0,1.0);
|
||||||
|
|
||||||
|
// Make sides and bottom darker than the top
|
||||||
|
color = color * color; // SRGB -> Linear
|
||||||
|
if(gl_Normal.y <= 0.5)
|
||||||
|
color *= 0.6;
|
||||||
|
color = sqrt(color); // Linear -> SRGB
|
||||||
color.a = gl_Color.a;
|
color.a = gl_Color.a;
|
||||||
|
|
||||||
gl_FrontColor = gl_BackColor = color;
|
gl_FrontColor = gl_BackColor = color;
|
||||||
|
|
||||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -7,48 +7,88 @@ uniform float fogDistance;
|
|||||||
uniform vec3 eyePosition;
|
uniform vec3 eyePosition;
|
||||||
|
|
||||||
varying vec3 vPosition;
|
varying vec3 vPosition;
|
||||||
|
varying vec3 worldPosition;
|
||||||
|
|
||||||
varying vec3 eyeVec;
|
varying vec3 eyeVec;
|
||||||
|
varying vec3 lightVec;
|
||||||
|
|
||||||
|
bool normalTexturePresent = false;
|
||||||
|
|
||||||
const float e = 2.718281828459;
|
const float e = 2.718281828459;
|
||||||
|
|
||||||
|
float intensity (vec3 color){
|
||||||
|
return (color.r + color.g + color.b) / 3.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
float get_rgb_height (vec2 uv){
|
||||||
|
return intensity(texture2D(baseTexture,uv).rgb);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 get_normal_map(vec2 uv){
|
||||||
|
vec4 bump = texture2D(normalTexture, uv).rgba;
|
||||||
|
bump.xyz = normalize(bump.xyz * 2.0 -1.0);
|
||||||
|
bump.y = -bump.y;
|
||||||
|
return bump;
|
||||||
|
}
|
||||||
|
|
||||||
void main (void)
|
void main (void)
|
||||||
{
|
{
|
||||||
vec3 color;
|
vec3 color;
|
||||||
|
vec4 bump;
|
||||||
vec2 uv = gl_TexCoord[0].st;
|
vec2 uv = gl_TexCoord[0].st;
|
||||||
|
bool use_normalmap = false;
|
||||||
|
|
||||||
#ifdef USE_NORMALMAPS
|
#ifdef USE_NORMALMAPS
|
||||||
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
|
if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
|
||||||
|
bump = get_normal_map(uv);
|
||||||
|
use_normalmap = true;
|
||||||
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#ifdef GENERATE_NORMALMAPS
|
||||||
|
if (use_normalmap == false){
|
||||||
|
float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
|
||||||
|
float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
|
||||||
|
float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
|
||||||
|
float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
|
||||||
|
float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
|
||||||
|
float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
|
||||||
|
float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
|
||||||
|
float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
|
||||||
|
float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
|
||||||
|
float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
|
||||||
|
bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
|
||||||
|
use_normalmap = true;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
vec4 base = texture2D(baseTexture, uv).rgba;
|
||||||
|
|
||||||
#ifdef ENABLE_BUMPMAPPING
|
#ifdef ENABLE_BUMPMAPPING
|
||||||
if (use_normalmap > 0.0) {
|
if (use_normalmap){
|
||||||
vec3 base = texture2D(baseTexture, uv).rgb;
|
vec3 L = normalize(lightVec);
|
||||||
vec3 vVec = normalize(eyeVec);
|
vec3 E = normalize(eyeVec);
|
||||||
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
|
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
|
||||||
vec3 R = reflect(-vVec, bump);
|
float diffuse = dot(E,bump.xyz);
|
||||||
vec3 lVec = normalize(vVec);
|
color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
|
||||||
float diffuse = max(dot(lVec, bump), 0.0);
|
|
||||||
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
|
|
||||||
color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
|
|
||||||
} else {
|
} else {
|
||||||
color = texture2D(baseTexture, uv).rgb;
|
color = base.rgb;
|
||||||
}
|
}
|
||||||
#else
|
#else
|
||||||
color = texture2D(baseTexture, uv).rgb;
|
color = base.rgb;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
float alpha = texture2D(baseTexture, uv).a;
|
vec4 col = vec4(color.rgb, base.a);
|
||||||
vec4 col = vec4(color.r, color.g, color.b, alpha);
|
|
||||||
col *= gl_Color;
|
|
||||||
col = col * col; // SRGB -> Linear
|
col = col * col; // SRGB -> Linear
|
||||||
col *= 1.8;
|
col *= 1.8;
|
||||||
col.r = 1.0 - exp(1.0 - col.r) / e;
|
col.r = 1.0 - exp(1.0 - col.r) / e;
|
||||||
col.g = 1.0 - exp(1.0 - col.g) / e;
|
col.g = 1.0 - exp(1.0 - col.g) / e;
|
||||||
col.b = 1.0 - exp(1.0 - col.b) / e;
|
col.b = 1.0 - exp(1.0 - col.b) / e;
|
||||||
col = sqrt(col); // Linear -> SRGB
|
col = sqrt(col); // Linear -> SRGB
|
||||||
|
col *= gl_Color;
|
||||||
if(fogDistance != 0.0){
|
if(fogDistance != 0.0){
|
||||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||||
col = mix(col, skyBgColor, d);
|
col = mix(col, skyBgColor, d);
|
||||||
}
|
}
|
||||||
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
|
gl_FragColor = vec4(col.rgb, base.a);
|
||||||
}
|
}
|
||||||
|
@ -1,13 +1,20 @@
|
|||||||
uniform mat4 mWorldViewProj;
|
uniform mat4 mWorldViewProj;
|
||||||
uniform mat4 mInvWorld;
|
uniform mat4 mInvWorld;
|
||||||
uniform mat4 mTransWorld;
|
uniform mat4 mTransWorld;
|
||||||
|
uniform mat4 mWorld;
|
||||||
|
|
||||||
uniform float dayNightRatio;
|
uniform float dayNightRatio;
|
||||||
uniform float animationTimer;
|
uniform float animationTimer;
|
||||||
|
|
||||||
uniform vec3 eyePosition;
|
uniform vec3 eyePosition;
|
||||||
|
|
||||||
varying vec3 vPosition;
|
varying vec3 vPosition;
|
||||||
|
varying vec3 worldPosition;
|
||||||
|
|
||||||
varying vec3 eyeVec;
|
varying vec3 eyeVec;
|
||||||
|
varying vec3 lightVec;
|
||||||
|
|
||||||
|
const float BS = 10.0;
|
||||||
|
|
||||||
#ifdef ENABLE_WAVING_PLANTS
|
#ifdef ENABLE_WAVING_PLANTS
|
||||||
float smoothCurve( float x ) {
|
float smoothCurve( float x ) {
|
||||||
@ -23,12 +30,11 @@ float smoothTriangleWave( float x ) {
|
|||||||
|
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
|
|
||||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||||
|
|
||||||
#ifdef ENABLE_WAVING_PLANTS
|
#ifdef ENABLE_WAVING_PLANTS
|
||||||
vec4 pos = gl_Vertex;
|
vec4 pos = gl_Vertex;
|
||||||
vec4 pos2 = mTransWorld * gl_Vertex;
|
vec4 pos2 = mWorld * gl_Vertex;
|
||||||
if (gl_TexCoord[0].y < 0.05) {
|
if (gl_TexCoord[0].y < 0.05) {
|
||||||
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
|
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
|
||||||
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
|
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
|
||||||
@ -38,7 +44,11 @@ void main(void)
|
|||||||
gl_Position = mWorldViewProj * gl_Vertex;
|
gl_Position = mWorldViewProj * gl_Vertex;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
vPosition = gl_Position.xyz;
|
||||||
|
worldPosition = (mWorld * gl_Vertex).xyz;
|
||||||
|
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
|
||||||
|
|
||||||
|
lightVec = sunPosition - worldPosition;
|
||||||
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||||
|
|
||||||
vec4 color;
|
vec4 color;
|
||||||
@ -76,11 +86,8 @@ void main(void)
|
|||||||
color = color * color; // SRGB -> Linear
|
color = color * color; // SRGB -> Linear
|
||||||
if(gl_Normal.y <= 0.5)
|
if(gl_Normal.y <= 0.5)
|
||||||
color *= 0.6;
|
color *= 0.6;
|
||||||
//color *= 0.7;
|
|
||||||
color = sqrt(color); // Linear -> SRGB
|
color = sqrt(color); // Linear -> SRGB
|
||||||
|
|
||||||
color.a = gl_Color.a;
|
color.a = gl_Color.a;
|
||||||
|
|
||||||
gl_FrontColor = gl_BackColor = color;
|
gl_FrontColor = gl_BackColor = color;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -7,84 +7,104 @@ uniform float fogDistance;
|
|||||||
uniform vec3 eyePosition;
|
uniform vec3 eyePosition;
|
||||||
|
|
||||||
varying vec3 vPosition;
|
varying vec3 vPosition;
|
||||||
varying vec3 eyeVec;
|
varying vec3 worldPosition;
|
||||||
|
|
||||||
#ifdef ENABLE_PARALLAX_OCCLUSION
|
varying vec3 eyeVec;
|
||||||
varying vec3 tsEyeVec;
|
varying vec3 tsEyeVec;
|
||||||
#endif
|
varying vec3 lightVec;
|
||||||
|
varying vec3 tsLightVec;
|
||||||
|
|
||||||
|
bool normalTexturePresent = false;
|
||||||
|
|
||||||
const float e = 2.718281828459;
|
const float e = 2.718281828459;
|
||||||
|
|
||||||
|
float intensity (vec3 color){
|
||||||
|
return (color.r + color.g + color.b) / 3.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
float get_rgb_height (vec2 uv){
|
||||||
|
return intensity(texture2D(baseTexture,uv).rgb);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 get_normal_map(vec2 uv){
|
||||||
|
vec4 bump = texture2D(normalTexture, uv).rgba;
|
||||||
|
bump.xyz = normalize(bump.xyz * 2.0 -1.0);
|
||||||
|
bump.y = -bump.y;
|
||||||
|
return bump;
|
||||||
|
}
|
||||||
|
|
||||||
void main (void)
|
void main (void)
|
||||||
{
|
{
|
||||||
vec3 color;
|
vec3 color;
|
||||||
|
vec4 bump;
|
||||||
vec2 uv = gl_TexCoord[0].st;
|
vec2 uv = gl_TexCoord[0].st;
|
||||||
|
bool use_normalmap = false;
|
||||||
|
|
||||||
#ifdef USE_NORMALMAPS
|
#ifdef USE_NORMALMAPS
|
||||||
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
|
if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
|
||||||
|
normalTexturePresent = true;
|
||||||
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef ENABLE_PARALLAX_OCCLUSION
|
#ifdef ENABLE_PARALLAX_OCCLUSION
|
||||||
float height;
|
if (normalTexturePresent){
|
||||||
vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
|
vec3 tsEye = normalize(tsEyeVec);
|
||||||
|
float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
|
||||||
if (use_normalmap > 0.0) {
|
uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
|
||||||
float map_height = texture2D(normalTexture, uv).a;
|
|
||||||
if (map_height < 1.0){
|
|
||||||
float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
|
|
||||||
uv = uv + height * tsEye;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
/* Steep parallax code, for future use
|
#ifdef USE_NORMALMAPS
|
||||||
if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
|
if (normalTexturePresent){
|
||||||
const float numSteps = 40.0;
|
bump = get_normal_map(uv);
|
||||||
float height = 1.0;
|
use_normalmap = true;
|
||||||
float step = 1.0 / numSteps;
|
|
||||||
vec4 NB = texture2D(normalTexture, uv);
|
|
||||||
vec2 delta = tsEye * parallaxMappingScale / numSteps;
|
|
||||||
for (float i = 0.0; i < numSteps; i++) {
|
|
||||||
if (NB.a < height) {
|
|
||||||
height -= step;
|
|
||||||
uv += delta;
|
|
||||||
NB = texture2D(normalTexture, uv);
|
|
||||||
} else {
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifdef GENERATE_NORMALMAPS
|
||||||
|
if (use_normalmap == false){
|
||||||
|
float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
|
||||||
|
float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
|
||||||
|
float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
|
||||||
|
float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
|
||||||
|
float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
|
||||||
|
float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
|
||||||
|
float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
|
||||||
|
float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
|
||||||
|
float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
|
||||||
|
float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
|
||||||
|
bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
|
||||||
|
use_normalmap = true;
|
||||||
}
|
}
|
||||||
}
|
#endif
|
||||||
*/
|
|
||||||
|
vec4 base = texture2D(baseTexture, uv).rgba;
|
||||||
|
|
||||||
#ifdef ENABLE_BUMPMAPPING
|
#ifdef ENABLE_BUMPMAPPING
|
||||||
if (use_normalmap > 0.0) {
|
if (use_normalmap){
|
||||||
vec3 base = texture2D(baseTexture, uv).rgb;
|
vec3 L = normalize(lightVec);
|
||||||
vec3 vVec = normalize(eyeVec);
|
vec3 E = normalize(eyeVec);
|
||||||
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
|
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
|
||||||
vec3 R = reflect(-vVec, bump);
|
float diffuse = dot(E,bump.xyz);
|
||||||
vec3 lVec = normalize(vVec);
|
color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
|
||||||
float diffuse = max(dot(lVec, bump), 0.0);
|
|
||||||
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
|
|
||||||
color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
|
|
||||||
} else {
|
} else {
|
||||||
color = texture2D(baseTexture, uv).rgb;
|
color = base.rgb;
|
||||||
}
|
}
|
||||||
#else
|
#else
|
||||||
color = texture2D(baseTexture, uv).rgb;
|
color = base.rgb;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
float alpha = texture2D(baseTexture, uv).a;
|
vec4 col = vec4(color.rgb, base.a);
|
||||||
vec4 col = vec4(color.r, color.g, color.b, alpha);
|
|
||||||
col *= gl_Color;
|
|
||||||
col = col * col; // SRGB -> Linear
|
col = col * col; // SRGB -> Linear
|
||||||
col *= 1.8;
|
col *= 1.8;
|
||||||
col.r = 1.0 - exp(1.0 - col.r) / e;
|
col.r = 1.0 - exp(1.0 - col.r) / e;
|
||||||
col.g = 1.0 - exp(1.0 - col.g) / e;
|
col.g = 1.0 - exp(1.0 - col.g) / e;
|
||||||
col.b = 1.0 - exp(1.0 - col.b) / e;
|
col.b = 1.0 - exp(1.0 - col.b) / e;
|
||||||
col = sqrt(col); // Linear -> SRGB
|
col = sqrt(col); // Linear -> SRGB
|
||||||
|
col *= gl_Color;
|
||||||
if(fogDistance != 0.0){
|
if(fogDistance != 0.0){
|
||||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||||
col = mix(col, skyBgColor, d);
|
col = mix(col, skyBgColor, d);
|
||||||
}
|
}
|
||||||
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
|
gl_FragColor = vec4(col.rgb, base.a);
|
||||||
}
|
}
|
||||||
|
@ -1,27 +1,33 @@
|
|||||||
uniform mat4 mWorldViewProj;
|
uniform mat4 mWorldViewProj;
|
||||||
uniform mat4 mInvWorld;
|
uniform mat4 mInvWorld;
|
||||||
uniform mat4 mTransWorld;
|
uniform mat4 mTransWorld;
|
||||||
|
uniform mat4 mWorld;
|
||||||
|
|
||||||
uniform float dayNightRatio;
|
uniform float dayNightRatio;
|
||||||
|
|
||||||
uniform vec3 eyePosition;
|
uniform vec3 eyePosition;
|
||||||
|
|
||||||
varying vec3 vPosition;
|
varying vec3 vPosition;
|
||||||
varying vec3 eyeVec;
|
varying vec3 worldPosition;
|
||||||
|
|
||||||
|
varying vec3 eyeVec;
|
||||||
|
varying vec3 lightVec;
|
||||||
|
|
||||||
#ifdef ENABLE_PARALLAX_OCCLUSION
|
|
||||||
varying vec3 tsEyeVec;
|
varying vec3 tsEyeVec;
|
||||||
#endif
|
varying vec3 tsLightVec;
|
||||||
|
|
||||||
|
const float BS = 10.0;
|
||||||
|
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||||
gl_Position = mWorldViewProj * gl_Vertex;
|
gl_Position = mWorldViewProj * gl_Vertex;
|
||||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
vPosition = gl_Position.xyz;
|
||||||
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
worldPosition = (mWorld * gl_Vertex).xyz;
|
||||||
|
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
|
||||||
|
|
||||||
#ifdef ENABLE_PARALLAX_OCCLUSION
|
|
||||||
vec3 normal, tangent, binormal;
|
vec3 normal, tangent, binormal;
|
||||||
normal = normalize(gl_NormalMatrix * gl_Normal);
|
normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||||
|
|
||||||
if (gl_Normal.x > 0.5) {
|
if (gl_Normal.x > 0.5) {
|
||||||
// 1.0, 0.0, 0.0
|
// 1.0, 0.0, 0.0
|
||||||
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
|
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
|
||||||
@ -47,25 +53,20 @@ void main(void)
|
|||||||
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
|
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
|
||||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||||
}
|
}
|
||||||
|
|
||||||
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
|
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
|
||||||
tangent.y, binormal.y, normal.y,
|
tangent.y, binormal.y, normal.y,
|
||||||
tangent.z, binormal.z, normal.z);
|
tangent.z, binormal.z, normal.z);
|
||||||
|
|
||||||
tsEyeVec = normalize(eyeVec * tbnMatrix);
|
lightVec = sunPosition - worldPosition;
|
||||||
#endif
|
tsLightVec = lightVec * tbnMatrix;
|
||||||
|
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||||
|
tsEyeVec = eyeVec * tbnMatrix;
|
||||||
|
|
||||||
vec4 color;
|
vec4 color;
|
||||||
//color = vec4(1.0, 1.0, 1.0, 1.0);
|
|
||||||
|
|
||||||
float day = gl_Color.r;
|
float day = gl_Color.r;
|
||||||
float night = gl_Color.g;
|
float night = gl_Color.g;
|
||||||
float light_source = gl_Color.b;
|
float light_source = gl_Color.b;
|
||||||
|
|
||||||
/*color.r = mix(night, day, dayNightRatio);
|
|
||||||
color.g = color.r;
|
|
||||||
color.b = color.r;*/
|
|
||||||
|
|
||||||
float rg = mix(night, day, dayNightRatio);
|
float rg = mix(night, day, dayNightRatio);
|
||||||
rg += light_source * 2.5; // Make light sources brighter
|
rg += light_source * 2.5; // Make light sources brighter
|
||||||
float b = rg;
|
float b = rg;
|
||||||
@ -90,13 +91,8 @@ void main(void)
|
|||||||
color = color * color; // SRGB -> Linear
|
color = color * color; // SRGB -> Linear
|
||||||
if(gl_Normal.y <= 0.5)
|
if(gl_Normal.y <= 0.5)
|
||||||
color *= 0.6;
|
color *= 0.6;
|
||||||
//color *= 0.7;
|
|
||||||
color = sqrt(color); // Linear -> SRGB
|
color = sqrt(color); // Linear -> SRGB
|
||||||
|
|
||||||
color.a = gl_Color.a;
|
color.a = gl_Color.a;
|
||||||
|
|
||||||
gl_FrontColor = gl_BackColor = color;
|
gl_FrontColor = gl_BackColor = color;
|
||||||
|
|
||||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -173,6 +173,14 @@
|
|||||||
# Set to true to enable textures bumpmapping. Requires shaders enabled.
|
# Set to true to enable textures bumpmapping. Requires shaders enabled.
|
||||||
#enable_bumpmapping = false
|
#enable_bumpmapping = false
|
||||||
# Set to true enables parallax occlusion mapping. Requires shaders enabled.
|
# Set to true enables parallax occlusion mapping. Requires shaders enabled.
|
||||||
|
#generate_normalmaps = false
|
||||||
|
# Set to true enables on the fly normalmap generation (Emboss effect).
|
||||||
|
# Requires bumpmapping enabled.
|
||||||
|
#normalmaps_strength = 0.6
|
||||||
|
# Strength of generated normalmaps
|
||||||
|
#normalmaps_smooth = 1
|
||||||
|
# Defines sampling step of texture (0 - 2)
|
||||||
|
# Higher the value normal maps will be smoother
|
||||||
#enable_parallax_occlusion = false
|
#enable_parallax_occlusion = false
|
||||||
# Scale of parallax occlusion effect
|
# Scale of parallax occlusion effect
|
||||||
#parallax_occlusion_scale = 0.08
|
#parallax_occlusion_scale = 0.08
|
||||||
|
@ -130,8 +130,11 @@ void set_default_settings(Settings *settings)
|
|||||||
settings->setDefault("preload_item_visuals", "true");
|
settings->setDefault("preload_item_visuals", "true");
|
||||||
settings->setDefault("enable_bumpmapping", "false");
|
settings->setDefault("enable_bumpmapping", "false");
|
||||||
settings->setDefault("enable_parallax_occlusion", "false");
|
settings->setDefault("enable_parallax_occlusion", "false");
|
||||||
settings->setDefault("parallax_occlusion_scale", "0.08");
|
settings->setDefault("generate_normalmaps", "false");
|
||||||
settings->setDefault("parallax_occlusion_bias", "0.04");
|
settings->setDefault("normalmaps_strength", "0.6");
|
||||||
|
settings->setDefault("normalmaps_smooth", "1");
|
||||||
|
settings->setDefault("parallax_occlusion_scale", "0.06");
|
||||||
|
settings->setDefault("parallax_occlusion_bias", "0.03");
|
||||||
settings->setDefault("enable_waving_water", "false");
|
settings->setDefault("enable_waving_water", "false");
|
||||||
settings->setDefault("water_wave_height", "1.0");
|
settings->setDefault("water_wave_height", "1.0");
|
||||||
settings->setDefault("water_wave_length", "20.0");
|
settings->setDefault("water_wave_length", "20.0");
|
||||||
|
@ -858,14 +858,17 @@ public:
|
|||||||
services->setPixelShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
|
services->setPixelShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
|
||||||
services->setVertexShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
|
services->setVertexShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
|
||||||
|
|
||||||
// Normal map texture layer
|
// Uniform sampler layers
|
||||||
|
int layer0 = 0;
|
||||||
int layer1 = 1;
|
int layer1 = 1;
|
||||||
int layer2 = 2;
|
int layer2 = 2;
|
||||||
// before 1.8 there isn't a "integer interface", only float
|
// before 1.8 there isn't a "integer interface", only float
|
||||||
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
|
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
|
||||||
|
services->setPixelShaderConstant("baseTexture" , (irr::f32*)&layer0, 1);
|
||||||
services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer1, 1);
|
services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer1, 1);
|
||||||
services->setPixelShaderConstant("useNormalmap" , (irr::f32*)&layer2, 1);
|
services->setPixelShaderConstant("useNormalmap" , (irr::f32*)&layer2, 1);
|
||||||
#else
|
#else
|
||||||
|
services->setPixelShaderConstant("baseTexture" , (irr::s32*)&layer0, 1);
|
||||||
services->setPixelShaderConstant("normalTexture" , (irr::s32*)&layer1, 1);
|
services->setPixelShaderConstant("normalTexture" , (irr::s32*)&layer1, 1);
|
||||||
services->setPixelShaderConstant("useNormalmap" , (irr::s32*)&layer2, 1);
|
services->setPixelShaderConstant("useNormalmap" , (irr::s32*)&layer2, 1);
|
||||||
#endif
|
#endif
|
||||||
|
@ -1212,6 +1212,10 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
|||||||
ITextureSource *tsrc = data->m_gamedef->tsrc();
|
ITextureSource *tsrc = data->m_gamedef->tsrc();
|
||||||
material.setTexture(2, tsrc->getTexture("disable_img.png"));
|
material.setTexture(2, tsrc->getTexture("disable_img.png"));
|
||||||
if (enable_bumpmapping || enable_parallax_occlusion) {
|
if (enable_bumpmapping || enable_parallax_occlusion) {
|
||||||
|
if (tsrc->isKnownSourceImage("override_normal.png")){
|
||||||
|
material.setTexture(1, tsrc->getTexture("override_normal.png"));
|
||||||
|
material.setTexture(2, tsrc->getTexture("enable_img.png"));
|
||||||
|
} else {
|
||||||
std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
|
std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
|
||||||
std::string normal_ext = "_normal.png";
|
std::string normal_ext = "_normal.png";
|
||||||
size_t pos = fname_base.find(".");
|
size_t pos = fname_base.find(".");
|
||||||
@ -1228,6 +1232,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
|||||||
material.setTexture(2, tsrc->getTexture("enable_img.png"));
|
material.setTexture(2, tsrc->getTexture("enable_img.png"));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
p.tile.applyMaterialOptionsWithShaders(material,
|
p.tile.applyMaterialOptionsWithShaders(material,
|
||||||
shadermat1, shadermat2, shadermat3, shadermat4, shadermat5);
|
shadermat1, shadermat2, shadermat3, shadermat4, shadermat5);
|
||||||
} else {
|
} else {
|
||||||
@ -1368,6 +1373,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
|||||||
buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
|
buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
|
||||||
if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion))
|
if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion))
|
||||||
{
|
{
|
||||||
|
if (tsrc->isKnownSourceImage("override_normal.png")){
|
||||||
|
buf->getMaterial().setTexture(1, tsrc->getTexture("override_normal.png"));
|
||||||
|
buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
|
||||||
|
} else {
|
||||||
std::string fname_base,fname_normal;
|
std::string fname_base,fname_normal;
|
||||||
fname_base = tsrc->getTextureName(tile.texture_id);
|
fname_base = tsrc->getTextureName(tile.texture_id);
|
||||||
unsigned pos;
|
unsigned pos;
|
||||||
@ -1382,6 +1391,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Day-night transition
|
// Day-night transition
|
||||||
if(daynight_ratio != m_last_daynight_ratio)
|
if(daynight_ratio != m_last_daynight_ratio)
|
||||||
|
@ -240,12 +240,20 @@ public:
|
|||||||
services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
|
services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
|
||||||
|
|
||||||
// set transposed world matrix
|
// set transposed world matrix
|
||||||
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
|
core::matrix4 transWorld = driver->getTransform(video::ETS_WORLD);
|
||||||
world = world.getTransposed();
|
transWorld = transWorld.getTransposed();
|
||||||
if(is_highlevel)
|
if(is_highlevel)
|
||||||
services->setVertexShaderConstant("mTransWorld", world.pointer(), 16);
|
services->setVertexShaderConstant("mTransWorld", transWorld.pointer(), 16);
|
||||||
|
else
|
||||||
|
services->setVertexShaderConstant(transWorld.pointer(), 8, 4);
|
||||||
|
|
||||||
|
// set world matrix
|
||||||
|
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
|
||||||
|
if(is_highlevel)
|
||||||
|
services->setVertexShaderConstant("mWorld", world.pointer(), 16);
|
||||||
else
|
else
|
||||||
services->setVertexShaderConstant(world.pointer(), 8, 4);
|
services->setVertexShaderConstant(world.pointer(), 8, 4);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
@ -674,6 +682,32 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
|
|||||||
// Create shaders header
|
// Create shaders header
|
||||||
std::string shaders_header = "#version 120\n";
|
std::string shaders_header = "#version 120\n";
|
||||||
|
|
||||||
|
if (g_settings->getBool("generate_normalmaps")){
|
||||||
|
shaders_header += "#define GENERATE_NORMALMAPS\n";
|
||||||
|
shaders_header += "#define NORMALMAPS_STRENGTH ";
|
||||||
|
shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
|
||||||
|
shaders_header += "\n";
|
||||||
|
float sample_step;
|
||||||
|
int smooth = (int)g_settings->getFloat("normalmaps_smooth");
|
||||||
|
switch (smooth){
|
||||||
|
case 0:
|
||||||
|
sample_step = 0.0078125; // 1.0 / 128.0
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
sample_step = 0.00390625; // 1.0 / 256.0
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
sample_step = 0.001953125; // 1.0 / 512.0
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
sample_step = 0.0078125;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
shaders_header += "#define SAMPLE_STEP ";
|
||||||
|
shaders_header += ftos(sample_step);
|
||||||
|
shaders_header += "\n";
|
||||||
|
}
|
||||||
|
|
||||||
if (g_settings->getBool("enable_bumpmapping"))
|
if (g_settings->getBool("enable_bumpmapping"))
|
||||||
shaders_header += "#define ENABLE_BUMPMAPPING\n";
|
shaders_header += "#define ENABLE_BUMPMAPPING\n";
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user