summaryrefslogtreecommitdiff
path: root/client/shaders/solids_shader/opengl_fragment.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'client/shaders/solids_shader/opengl_fragment.glsl')
-rw-r--r--client/shaders/solids_shader/opengl_fragment.glsl200
1 files changed, 110 insertions, 90 deletions
diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl
index d81506a4f..6370bf505 100644
--- a/client/shaders/solids_shader/opengl_fragment.glsl
+++ b/client/shaders/solids_shader/opengl_fragment.glsl
@@ -1,90 +1,110 @@
-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);
-}
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 worldPosition;
+
+varying vec3 eyeVec;
+varying vec3 tsEyeVec;
+varying vec3 lightVec;
+varying vec3 tsLightVec;
+
+bool normalTexturePresent = false;
+
+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)
+{
+ vec3 color;
+ vec4 bump;
+ vec2 uv = gl_TexCoord[0].st;
+ bool use_normalmap = false;
+
+#ifdef USE_NORMALMAPS
+ if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
+ normalTexturePresent = true;
+ }
+#endif
+
+#ifdef ENABLE_PARALLAX_OCCLUSION
+ if (normalTexturePresent){
+ vec3 tsEye = normalize(tsEyeVec);
+ float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
+ uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
+ }
+#endif
+
+#ifdef USE_NORMALMAPS
+ if (normalTexturePresent){
+ bump = get_normal_map(uv);
+ use_normalmap = true;
+ }
+#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
+ 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),0.5);
+ float diffuse = dot(E,bump.xyz);
+ color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
+ } else {
+ color = base.rgb;
+ }
+#else
+ color = base.rgb;
+#endif
+
+ vec4 col = vec4(color.rgb, base.a);
+ 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
+ col *= gl_Color;
+ 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.rgb, base.a);
+}