mirror of
https://github.com/minetest/minetest.git
synced 2024-11-30 03:23:45 +01:00
923a8f1983
Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating it for each fragment. Remove if (fogDistance != 0.0).
128 lines
3.5 KiB
GLSL
128 lines
3.5 KiB
GLSL
uniform sampler2D baseTexture;
|
|
uniform sampler2D normalTexture;
|
|
uniform sampler2D textureFlags;
|
|
|
|
uniform vec4 skyBgColor;
|
|
uniform float fogDistance;
|
|
uniform vec3 eyePosition;
|
|
|
|
varying vec3 vPosition;
|
|
varying vec3 worldPosition;
|
|
|
|
varying vec3 eyeVec;
|
|
varying vec3 lightVec;
|
|
|
|
bool normalTexturePresent = false;
|
|
bool texTileableHorizontal = false;
|
|
bool texTileableVertical = false;
|
|
bool texSeamless = false;
|
|
|
|
const float e = 2.718281828459;
|
|
const float BS = 10.0;
|
|
const float fogStart = FOG_START;
|
|
const float fogShadingParameter = 1 / ( 1 - fogStart);
|
|
|
|
void get_texture_flags()
|
|
{
|
|
vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
|
|
if (flags.r > 0.5) {
|
|
normalTexturePresent = true;
|
|
}
|
|
if (flags.g > 0.5) {
|
|
texTileableHorizontal = true;
|
|
}
|
|
if (flags.b > 0.5) {
|
|
texTileableVertical = true;
|
|
}
|
|
if (texTileableHorizontal && texTileableVertical) {
|
|
texSeamless = true;
|
|
}
|
|
}
|
|
|
|
float intensity(vec3 color)
|
|
{
|
|
return (color.r + color.g + color.b) / 3.0;
|
|
}
|
|
|
|
float get_rgb_height(vec2 uv)
|
|
{
|
|
if (texSeamless) {
|
|
return intensity(texture2D(baseTexture, uv).rgb);
|
|
} else {
|
|
return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb);
|
|
}
|
|
}
|
|
|
|
vec4 get_normal_map(vec2 uv)
|
|
{
|
|
vec4 bump = texture2D(normalTexture, uv).rgba;
|
|
bump.xyz = normalize(bump.xyz * 2.0 - 1.0);
|
|
return bump;
|
|
}
|
|
|
|
void main(void)
|
|
{
|
|
vec3 color;
|
|
vec4 bump;
|
|
vec2 uv = gl_TexCoord[0].st;
|
|
bool use_normalmap = false;
|
|
get_texture_flags();
|
|
|
|
#if USE_NORMALMAPS == 1
|
|
if (normalTexturePresent) {
|
|
bump = get_normal_map(uv);
|
|
use_normalmap = true;
|
|
}
|
|
#endif
|
|
|
|
#if GENERATE_NORMALMAPS == 1
|
|
if (normalTexturePresent == 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
|
|
if (use_normalmap) {
|
|
vec3 L = normalize(lightVec);
|
|
vec3 E = normalize(eyeVec);
|
|
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0);
|
|
float diffuse = dot(-E,bump.xyz);
|
|
color = (diffuse + 0.1 * specular) * base.rgb;
|
|
} else {
|
|
color = base.rgb;
|
|
}
|
|
#else
|
|
color = base.rgb;
|
|
#endif
|
|
|
|
vec4 col = vec4(color.rgb, base.a);
|
|
col *= gl_Color;
|
|
// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
|
|
// the fog will only be rendered correctly if the last operation before the
|
|
// clamp() is an addition. Else, the clamp() seems to be ignored.
|
|
// E.g. the following won't work:
|
|
// float clarity = clamp(fogShadingParameter
|
|
// * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
|
|
// As additions usually come for free following a multiplication, the new formula
|
|
// should be more efficient as well.
|
|
// Note: clarity = (1 - fogginess)
|
|
float clarity = clamp(fogShadingParameter
|
|
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
|
|
col = mix(skyBgColor, col, clarity);
|
|
|
|
gl_FragColor = vec4(col.rgb, base.a);
|
|
}
|