diff options
Diffstat (limited to 'client/shaders/alpha_shader/opengl_fragment.glsl')
-rw-r--r-- | client/shaders/alpha_shader/opengl_fragment.glsl | 37 |
1 files changed, 18 insertions, 19 deletions
diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/alpha_shader/opengl_fragment.glsl index 3c0f35eae..6ed00be25 100644 --- a/client/shaders/alpha_shader/opengl_fragment.glsl +++ b/client/shaders/alpha_shader/opengl_fragment.glsl @@ -1,45 +1,44 @@ -#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;
+uniform vec3 eyePosition;
varying vec3 vPosition;
-varying vec3 tsEyeVec;
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 NORMALS
+
+#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);
-
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
-
- if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
+
+ if (use_normalmap > 0.0) {
float map_height = texture2D(normalTexture, uv).a;
if (map_height < 1.0){
- float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
+ float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
uv = uv + height * tsEye;
}
}
+#endif
- if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+#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);
@@ -68,5 +67,5 @@ void main (void) 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);
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}
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