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authorRealBadAngel <maciej.kasatkin@yahoo.com>2014-03-21 01:32:00 +0100
committerRealBadAngel <maciej.kasatkin@yahoo.com>2014-03-21 01:32:00 +0100
commit0dc1aec50940140e28f434c524296e284e73d623 (patch)
treeb69e282c3b59db2f300e4d017afe67d4ad246a8c /client/shaders/solids_shader
parentf3d83a4516eb9c6658a7c3e07bf1b7d4f4996bef (diff)
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Normal maps generation on the fly.
Parallax mapping with slope information. Overriding normal maps.
Diffstat (limited to 'client/shaders/solids_shader')
-rw-r--r--client/shaders/solids_shader/opengl_fragment.glsl200
-rw-r--r--client/shaders/solids_shader/opengl_vertex.glsl38
2 files changed, 127 insertions, 111 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);
+}
diff --git a/client/shaders/solids_shader/opengl_vertex.glsl b/client/shaders/solids_shader/opengl_vertex.glsl
index e359955d0..356ba2eb9 100644
--- a/client/shaders/solids_shader/opengl_vertex.glsl
+++ b/client/shaders/solids_shader/opengl_vertex.glsl
@@ -1,27 +1,33 @@
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
+uniform mat4 mWorld;
+
uniform float dayNightRatio;
uniform vec3 eyePosition;
varying vec3 vPosition;
+varying vec3 worldPosition;
+
varying vec3 eyeVec;
+varying vec3 lightVec;
-#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
-#endif
+varying vec3 tsLightVec;
+
+const float BS = 10.0;
void main(void)
{
+ gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ vPosition = gl_Position.xyz;
+ worldPosition = (mWorld * gl_Vertex).xyz;
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-#ifdef ENABLE_PARALLAX_OCCLUSION
- vec3 normal,tangent,binormal;
+ vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
-
if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
@@ -47,25 +53,20 @@ void main(void)
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
-
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
- tsEyeVec = normalize(eyeVec * tbnMatrix);
-#endif
+ lightVec = sunPosition - worldPosition;
+ tsLightVec = lightVec * tbnMatrix;
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ tsEyeVec = eyeVec * tbnMatrix;
vec4 color;
- //color = vec4(1.0, 1.0, 1.0, 1.0);
-
float day = gl_Color.r;
float night = gl_Color.g;
float light_source = gl_Color.b;
- /*color.r = mix(night, day, dayNightRatio);
- color.g = color.r;
- color.b = color.r;*/
-
float rg = mix(night, day, dayNightRatio);
rg += light_source * 2.5; // Make light sources brighter
float b = rg;
@@ -90,13 +91,8 @@ void main(void)
color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5)
color *= 0.6;
- //color *= 0.7;
color = sqrt(color); // Linear -> SRGB
-
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
}