mirror of
https://github.com/minetest/minetest.git
synced 2024-11-30 19:43:45 +01:00
91 lines
2.3 KiB
GLSL
91 lines
2.3 KiB
GLSL
uniform sampler2D baseTexture;
|
|
uniform sampler2D normalTexture;
|
|
uniform sampler2D useNormalmap;
|
|
|
|
uniform vec4 skyBgColor;
|
|
uniform float fogDistance;
|
|
uniform vec3 eyePosition;
|
|
|
|
varying vec3 vPosition;
|
|
varying vec3 eyeVec;
|
|
|
|
#ifdef ENABLE_PARALLAX_OCCLUSION
|
|
varying vec3 tsEyeVec;
|
|
#endif
|
|
|
|
const float e = 2.718281828459;
|
|
|
|
void main (void)
|
|
{
|
|
vec3 color;
|
|
vec2 uv = gl_TexCoord[0].st;
|
|
|
|
#ifdef USE_NORMALMAPS
|
|
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
|
|
#endif
|
|
|
|
#ifdef ENABLE_PARALLAX_OCCLUSION
|
|
float height;
|
|
vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
|
|
|
|
if (use_normalmap > 0.0) {
|
|
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
|
|
|
|
/* Steep parallax code, for future use
|
|
if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
|
|
const float numSteps = 40.0;
|
|
float height = 1.0;
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
#ifdef ENABLE_BUMPMAPPING
|
|
if (use_normalmap > 0.0) {
|
|
vec3 base = texture2D(baseTexture, uv).rgb;
|
|
vec3 vVec = normalize(eyeVec);
|
|
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
|
|
vec3 R = reflect(-vVec, bump);
|
|
vec3 lVec = normalize(vVec);
|
|
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 {
|
|
color = texture2D(baseTexture, uv).rgb;
|
|
}
|
|
#else
|
|
color = texture2D(baseTexture, uv).rgb;
|
|
#endif
|
|
|
|
float alpha = texture2D(baseTexture, uv).a;
|
|
vec4 col = vec4(color.r, color.g, color.b, alpha);
|
|
col *= gl_Color;
|
|
col = col * col; // SRGB -> Linear
|
|
col *= 1.8;
|
|
col.r = 1.0 - exp(1.0 - col.r) / e;
|
|
col.g = 1.0 - exp(1.0 - col.g) / e;
|
|
col.b = 1.0 - exp(1.0 - col.b) / e;
|
|
col = sqrt(col); // Linear -> SRGB
|
|
if(fogDistance != 0.0){
|
|
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
|
col = mix(col, skyBgColor, d);
|
|
}
|
|
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
|
|
}
|