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uniform sampler2D baseTexture; | ||
uniform sampler2D normalTexture; | ||
uniform sampler2D textureFlags; | ||
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uniform vec4 emissiveColor; | ||
uniform vec4 skyBgColor; | ||
uniform float fogDistance; | ||
uniform vec3 eyePosition; | ||
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varying vec3 vNormal; | ||
varying vec3 vPosition; | ||
varying vec3 worldPosition; | ||
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varying vec3 eyeVec; | ||
varying vec3 lightVec; | ||
varying float vIDiff; | ||
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bool normalTexturePresent = false; | ||
bool texTileableHorizontal = false; | ||
bool texTileableVertical = false; | ||
bool texSeamless = false; | ||
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const float e = 2.718281828459; | ||
const float BS = 10.0; | ||
const float fogStart = FOG_START; | ||
const float fogShadingParameter = 1 / ( 1 - fogStart); | ||
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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; | ||
} | ||
} | ||
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float intensity(vec3 color) | ||
{ | ||
return (color.r + color.g + color.b) / 3.0; | ||
} | ||
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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); | ||
} | ||
} | ||
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vec4 get_normal_map(vec2 uv) | ||
{ | ||
vec4 bump = texture2D(normalTexture, uv).rgba; | ||
bump.xyz = normalize(bump.xyz * 2.0 - 1.0); | ||
return bump; | ||
} | ||
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void main(void) | ||
{ | ||
vec3 color; | ||
vec4 bump; | ||
vec2 uv = gl_TexCoord[0].st; | ||
bool use_normalmap = false; | ||
get_texture_flags(); | ||
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#if USE_NORMALMAPS == 1 | ||
if (normalTexturePresent) { | ||
bump = get_normal_map(uv); | ||
use_normalmap = true; | ||
} | ||
#endif | ||
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#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 | ||
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vec4 base = texture2D(baseTexture, uv).rgba; | ||
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#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 | ||
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vec4 col = vec4(color.rgb, base.a); | ||
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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); | ||
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gl_FragColor = vec4(col.rgb, base.a); | ||
} |
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uniform mat4 mWorldViewProj; | ||
uniform mat4 mWorld; | ||
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uniform vec3 eyePosition; | ||
uniform float animationTimer; | ||
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varying vec3 vNormal; | ||
varying vec3 vPosition; | ||
varying vec3 worldPosition; | ||
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varying vec3 eyeVec; | ||
varying vec3 lightVec; | ||
varying float vIDiff; | ||
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const float e = 2.718281828459; | ||
const float BS = 10.0; | ||
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float directional_ambient(vec3 normal) | ||
{ | ||
vec3 v = normal * normal; | ||
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if (normal.y < 0) | ||
return dot(v, vec3(0.670820f, 0.447213f, 0.836660f)); | ||
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return dot(v, vec3(0.670820f, 1.000000f, 0.836660f)); | ||
} | ||
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void main(void) | ||
{ | ||
gl_TexCoord[0] = gl_MultiTexCoord0; | ||
gl_Position = mWorldViewProj * gl_Vertex; | ||
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vPosition = gl_Position.xyz; | ||
vNormal = gl_Normal; | ||
worldPosition = (mWorld * gl_Vertex).xyz; | ||
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vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); | ||
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lightVec = sunPosition - worldPosition; | ||
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz; | ||
vIDiff = directional_ambient(normalize(gl_Normal)); | ||
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gl_FrontColor = gl_BackColor = gl_Color; | ||
} |
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