@@ -1,6 +1,6 @@
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap ;
uniform sampler2D textureFlags ;
uniform vec4 skyBgColor;
uniform float fogDistance;
@@ -15,19 +15,73 @@ varying vec3 tsEyeVec;
varying vec3 lightVec;
varying vec3 tsLightVec;
bool normalTexturePresent = false;
bool normalTexturePresent = false;
bool texTileableHorizontal = false;
bool texTileableVertical = false;
bool texSeamless = false;
const float e = 2.718281828459 ;
const float BS = 10.0 ;
float intensity (vec3 color)
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;
}
}
vec2 validate_displacement(vec2 uv, vec2 ds, float dist)
{
if (texSeamless) {
uv += dist * ds;
} else if (texTileableVertical == false) {
vec2 uv2 = uv + dist * ds;
// limit vertical texure displacement
if ((uv.y + uv2.y) < 0.0 ) {
uv.y = 0.0 ;
} else if ((uv.y + uv2.y) > 1.999 ) {
uv.y = 0.999 ;
} else {
uv.y = uv2.y;
}
uv.x = uv2.x;
} else {
vec2 uv2 = uv + dist * ds;
// limit horizontal texure displacement
if ((uv.x + uv2.x) < 0.0 ) {
uv.x = 0.0 ;
} else if ((uv.x + uv2.x) > 1.999 ) {
uv.x = 0.999 ;
} else {
uv.x = uv2.x;
}
uv.y = uv2.y;
}
return uv;
}
float intensity(vec3 color)
{
return (color.r + color.g + color.b) / 3.0 ;
}
float get_rgb_height (vec2 uv)
float get_rgb_height(vec2 uv)
{
return intensity(texture2D (baseTexture,uv).rgb);
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)
@@ -50,7 +104,8 @@ float find_intersection(vec2 dp, vec2 ds)
return depth;
}
float find_intersectionRGB(vec2 dp, vec2 ds) {
float find_intersectionRGB(vec2 dp, vec2 ds)
{
const float depth_step = 1.0 / 24.0 ;
float depth = 1.0 ;
for (int i = 0 ; i < 24 ; i++ ) {
@@ -62,24 +117,19 @@ float find_intersectionRGB(vec2 dp, vec2 ds) {
return depth;
}
void main (void )
void main(void )
{
vec3 color;
vec4 bump;
vec2 uv = gl_TexCoord [0 ].st;
bool use_normalmap = false;
#if USE_NORMALMAPS == 1
if (texture2D (useNormalmap,vec2 (1.0 , 1.0 )).r > 0.0 ) {
normalTexturePresent = true;
}
#endif
get_texture_flags();
#ifdef ENABLE_PARALLAX_OCCLUSION
vec2 eyeRay = vec2 (tsEyeVec.x, - tsEyeVec.y);
const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
#if PARALLAX_OCCLUSION_MODE == 0
// Parallax occlusion with slope information
if (normalTexturePresent && area_enable_parallax > 0.0 ) {
@@ -89,28 +139,34 @@ void main (void)
uv += h * normal.z * eyeRay;
}
#endif
#if PARALLAX_OCCLUSION_MODE == 1
// Relief mapping
if (normalTexturePresent && area_enable_parallax > 0.0 ) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
// offset the texture by maximum possible displacement,
// this will help align seamless and non seamless textures
uv -= ds;
float dist = find_intersection(uv, ds);
uv += dist * ds;
uv = validate_displacement(uv, ds, dist);
#endif
} else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0 ) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
uv -= ds;
float dist = find_intersectionRGB(uv, ds);
uv += dist * ds ;
uv = validate_displacement(uv, ds, dist) ;
}
#endif
#if USE_NORMALMAPS == 1
if (normalTexturePresent) {
bump = get_normal_map(uv);
use_normalmap = true;
}
}
#endif
if (GENERATE_NORMALMAPS == 1 && use_normalmap == false) {
if (GENERATE_NORMALMAPS == 1 && 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));
Could provide a better description for this? What are the different ways of treating the textures in shaders and which boolean value corresponds to them? Also, keep in mind that many mod developers may not know what displacement mapping is.