From 2330267d2207208799ad347ea0d129c0b4551d61 Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Tue, 3 Dec 2013 17:21:40 +0100 Subject: Shaders rework. --- client/shaders/alpha_shader/opengl_fragment.glsl | 67 ++++++++++++++++++++++++ 1 file changed, 67 insertions(+) create mode 100644 client/shaders/alpha_shader/opengl_fragment.glsl (limited to 'client/shaders/alpha_shader/opengl_fragment.glsl') diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/alpha_shader/opengl_fragment.glsl new file mode 100644 index 000000000..e72c1b9a6 --- /dev/null +++ b/client/shaders/alpha_shader/opengl_fragment.glsl @@ -0,0 +1,67 @@ +#version 120 + +uniform sampler2D baseTexture; +uniform sampler2D normalTexture; +uniform sampler2D useNormalmap; + +uniform float enableBumpmapping; +uniform float enableParallaxOcclusion; +uniform float parallaxOcclusionScale; +uniform float parallaxOcclusionBias; + + +uniform vec4 skyBgColor; +uniform float fogDistance; + +varying vec3 vPosition; +varying vec3 tsEyeVec; +varying vec3 eyeVec; + +const float e = 2.718281828459; + +void main (void) +{ + float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; + float enable_bumpmapping = enableBumpmapping; + + vec3 color; + vec2 uv = gl_TexCoord[0].st; + float height; + vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y); + + if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) { + float map_height = texture2D(normalTexture, uv).a; + if (map_height < 1.0){ + float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias; + uv = uv + height * tsEye; + } + } + + if ((enable_bumpmapping == 1.0) && (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; + } + + 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); +} -- cgit v1.2.3