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path: root/client/shaders/water_surface_shader/opengl_fragment.glsl
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-rw-r--r--client/shaders/water_surface_shader/opengl_fragment.glsl176
1 files changed, 0 insertions, 176 deletions
diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl
deleted file mode 100644
index c4e78470d..000000000
--- a/client/shaders/water_surface_shader/opengl_fragment.glsl
+++ /dev/null
@@ -1,176 +0,0 @@
-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 tsEyeVec;
-varying vec3 lightVec;
-varying vec3 tsLightVec;
-
-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);
-
-#ifdef ENABLE_TONE_MAPPING
-
-/* Hable's UC2 Tone mapping parameters
- A = 0.22;
- B = 0.30;
- C = 0.10;
- D = 0.20;
- E = 0.01;
- F = 0.30;
- W = 11.2;
- equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
-*/
-
-vec3 uncharted2Tonemap(vec3 x)
-{
- return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03334;
-}
-
-vec4 applyToneMapping(vec4 color)
-{
- color = vec4(pow(color.rgb, vec3(2.2)), color.a);
- const float gamma = 1.6;
- const float exposureBias = 5.5;
- color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
- // Precalculated white_scale from
- //vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
- vec3 whiteScale = vec3(1.036015346);
- color.rgb *= whiteScale;
- return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
-}
-#endif
-
-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)
-{
- 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;
- get_texture_flags();
-
-#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
-
- if (GENERATE_NORMALMAPS == 1 && 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;
- }
-
-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);
- /* Mathematic optimization
- * Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
- * This optimization save 2 multiplications (orig: 4 multiplications + 3 additions
- * end: 2 multiplications + 3 additions)
- */
- color = (0.05 + diffuse + 0.2 * specular) * base.rgb;
- } else {
- color = base.rgb;
- }
-#else
- color = base.rgb;
-#endif
-
- vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
-
-#ifdef ENABLE_TONE_MAPPING
- col = applyToneMapping(col);
-#endif
-
- if (fogDistance != 0.0) {
- // 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);
- }
- col = vec4(col.rgb, base.a);
-
- gl_FragColor = col;
-}