diff options
Diffstat (limited to 'client/shaders/object_shader/opengl_fragment.glsl')
-rw-r--r-- | client/shaders/object_shader/opengl_fragment.glsl | 131 |
1 files changed, 131 insertions, 0 deletions
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl new file mode 100644 index 000000000..bb9e40637 --- /dev/null +++ b/client/shaders/object_shader/opengl_fragment.glsl @@ -0,0 +1,131 @@ +uniform sampler2D baseTexture; +uniform sampler2D normalTexture; +uniform sampler2D textureFlags; + +uniform vec4 emissiveColor; +uniform vec4 skyBgColor; +uniform float fogDistance; +uniform vec3 eyePosition; + +varying vec3 vNormal; +varying vec3 vPosition; +varying vec3 worldPosition; + +varying vec3 eyeVec; +varying vec3 lightVec; +varying float vIDiff; + +bool normalTexturePresent = false; +bool texTileableHorizontal = false; +bool texTileableVertical = false; +bool texSeamless = false; + +const float e = 2.718281828459; +const float BS = 10.0; +const float fogStart = FOG_START; +const float fogShadingParameter = 1 / ( 1 - fogStart); + +void get_texture_flags() +{ + vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0)); + if (flags.r > 0.5) { + normalTexturePresent = true; + } + if (flags.g > 0.5) { + texTileableHorizontal = true; + } + if (flags.b > 0.5) { + texTileableVertical = true; + } + if (texTileableHorizontal && texTileableVertical) { + texSeamless = true; + } +} + +float intensity(vec3 color) +{ + return (color.r + color.g + color.b) / 3.0; +} + +float get_rgb_height(vec2 uv) +{ + if (texSeamless) { + return intensity(texture2D(baseTexture, uv).rgb); + } else { + return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb); + } +} + +vec4 get_normal_map(vec2 uv) +{ + vec4 bump = texture2D(normalTexture, uv).rgba; + bump.xyz = normalize(bump.xyz * 2.0 - 1.0); + return bump; +} + +void main(void) +{ + vec3 color; + vec4 bump; + vec2 uv = gl_TexCoord[0].st; + bool use_normalmap = false; + get_texture_flags(); + +#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, base.a); + + col.rgb *= emissiveColor.rgb * vIDiff; + // 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); + + gl_FragColor = vec4(col.rgb, base.a); +} |