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Diffstat (limited to 'client/shaders/bumpmaps_solids/opengl_fragment.glsl')
-rw-r--r--client/shaders/bumpmaps_solids/opengl_fragment.glsl46
1 files changed, 46 insertions, 0 deletions
diff --git a/client/shaders/bumpmaps_solids/opengl_fragment.glsl b/client/shaders/bumpmaps_solids/opengl_fragment.glsl
new file mode 100644
index 000000000..6203592f7
--- /dev/null
+++ b/client/shaders/bumpmaps_solids/opengl_fragment.glsl
@@ -0,0 +1,46 @@
+
+uniform sampler2D myTexture;
+uniform sampler2D normalTexture;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+
+varying vec3 vPosition;
+
+varying vec3 viewVec;
+
+void main (void)
+{
+ vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
+ float alpha = col.a;
+ vec2 uv = gl_TexCoord[0].st;
+ vec4 base = texture2D(myTexture, uv);
+ vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
+ vec3 vVec = normalize(viewVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
+ float diffuse = max(dot(lVec, bump), 0.0);
+
+ vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
+
+
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ vec4 vSpecular = 0.2*specular * diffuse;
+ color += vSpecular;
+
+
+ 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) / exp(1.0);
+ col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
+ col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
+ 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);
+}