aboutsummaryrefslogtreecommitdiff
path: root/advtrains/textures/advtrains_track_st.png
diff options
context:
space:
mode:
Diffstat (limited to 'advtrains/textures/advtrains_track_st.png')
0 files changed, 0 insertions, 0 deletions
id='n85' href='#n85'>85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219
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 float area_enable_parallax;

varying vec3 eyeVec;
varying vec3 tsEyeVec;
varying vec3 lightVec;
varying vec3 tsLightVec;

bool normalTexturePresent = 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)) - 0.03333;
}

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;
	}
}

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);
	return bump;
}

float find_intersection(vec2 dp, vec2 ds)
{
	float depth = 1.0;
	float best_depth = 0.0;
	float size = 0.0625;
	for (int i = 0; i < 15; i++) {
		depth -= size;
		float h = texture2D(normalTexture, dp + ds * depth).a;
		if (depth <= h) {
			best_depth = depth;
			break;
		}
	}
	depth = best_depth;
	for (int i = 0; i < 4; i++) {
		size *= 0.5;
		float h = texture2D(normalTexture,dp + ds * depth).a;
		if (depth <= h) {
			best_depth = depth;
			depth += size;
		} else {
			depth -= size;
		}
	}
	return best_depth;
}

float find_intersectionRGB(vec2 dp, vec2 ds)
{
	const float depth_step = 1.0 / 24.0;
	float depth = 1.0;
	for (int i = 0 ; i < 24 ; i++) {
		float h = get_rgb_height(dp + ds * depth);
		if (h >= depth)
			break;
		depth -= depth_step;
	}
	return depth;
}

void main(void)
{
	vec3 color;
	vec4 bump;
	vec2 uv = gl_TexCoord[0].st;
	bool use_normalmap = false;
	get_texture_flags();

#ifdef ENABLE_PARALLAX_OCCLUSION
	vec2 eyeRay = vec2 (tsEyeVec.x, -tsEyeVec.y);
	const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
	const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;

#if PARALLAX_OCCLUSION_MODE == 0
	// Parallax occlusion with slope information
	if (normalTexturePresent && area_enable_parallax > 0.0) {
		for (int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
			vec4 normal = texture2D(normalTexture, uv.xy);
			float h = normal.a * scale - bias;
			uv += h * normal.z * eyeRay;
		}
#endif

#if PARALLAX_OCCLUSION_MODE == 1
	// Relief mapping
	if (normalTexturePresent && area_enable_parallax > 0.0) {
		vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
		float dist = find_intersection(uv, ds);
		uv += dist * ds;
#endif
	} else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
		vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
		float dist = find_intersectionRGB(uv, ds);
		uv += dist * ds;
	}
#endif

#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 * gl_Color.rgb, 1.0); 
	
#ifdef ENABLE_TONE_MAPPING
	col = applyToneMapping(col);
#endif

	// 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;
}