| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -1,54 +1,100 @@ | ||
| uniform sampler2D baseTexture; | ||
| uniform sampler2D normalTexture; | ||
| uniform sampler2D useNormalmap; | ||
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| uniform vec4 skyBgColor; | ||
| uniform float fogDistance; | ||
| uniform vec3 eyePosition; | ||
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| varying vec3 vPosition; | ||
| varying vec3 worldPosition; | ||
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| varying vec3 eyeVec; | ||
| varying vec3 lightVec; | ||
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| bool normalTexturePresent = false; | ||
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| const float e = 2.718281828459; | ||
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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){ | ||
| return intensity(texture2D(baseTexture,uv).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); | ||
| bump.y = -bump.y; | ||
| return bump; | ||
| } | ||
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| void main (void) | ||
| { | ||
| vec3 color; | ||
| vec4 bump; | ||
| vec2 uv = gl_TexCoord[0].st; | ||
| bool use_normalmap = false; | ||
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| #ifdef USE_NORMALMAPS | ||
| if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ | ||
| normalTexturePresent = true; | ||
| } | ||
| #endif | ||
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| #ifdef USE_NORMALMAPS | ||
| if (normalTexturePresent){ | ||
| bump = get_normal_map(uv); | ||
| use_normalmap = true; | ||
| } | ||
| #endif | ||
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| #ifdef GENERATE_NORMALMAPS | ||
| if (use_normalmap == 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),0.5); | ||
| float diffuse = dot(E,bump.xyz); | ||
| color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; | ||
| } else { | ||
| color = base.rgb; | ||
| } | ||
| #else | ||
| color = base.rgb; | ||
| #endif | ||
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| vec4 col = vec4(color.rgb, base.a); | ||
| col = col * col; // SRGB -> Linear | ||
| col *= 1.8; | ||
| col.r = 1.0 - exp(1.0 - col.r) / e; | ||
| col.g = 1.0 - exp(1.0 - col.g) / e; | ||
| col.b = 1.0 - exp(1.0 - col.b) / e; | ||
| col = sqrt(col); // Linear -> SRGB | ||
| col *= gl_Color; | ||
| 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.rgb, base.a); | ||
| } |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -1,54 +1,95 @@ | ||
| uniform sampler2D baseTexture; | ||
| uniform sampler2D normalTexture; | ||
| uniform sampler2D useNormalmap; | ||
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| uniform vec4 skyBgColor; | ||
| uniform float fogDistance; | ||
| uniform vec3 eyePosition; | ||
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| varying vec3 vPosition; | ||
| varying vec3 worldPosition; | ||
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| varying vec3 eyeVec; | ||
| varying vec3 tsEyeVec; | ||
| varying vec3 lightVec; | ||
| varying vec3 tsLightVec; | ||
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| const float e = 2.718281828459; | ||
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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){ | ||
| return intensity(texture2D(baseTexture,uv).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); | ||
| bump.y = -bump.y; | ||
| return bump; | ||
| } | ||
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| void main (void) | ||
| { | ||
| vec3 color; | ||
| vec4 bump; | ||
| vec2 uv = gl_TexCoord[0].st; | ||
| bool use_normalmap = false; | ||
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| #ifdef USE_NORMALMAPS | ||
| if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ | ||
| bump = get_normal_map(uv); | ||
| use_normalmap = true; | ||
| } | ||
| #endif | ||
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| #ifdef GENERATE_NORMALMAPS | ||
| if (use_normalmap == 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),0.5); | ||
| float diffuse = dot(E,bump.xyz); | ||
| color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; | ||
| } else { | ||
| color = base.rgb; | ||
| } | ||
| #else | ||
| color = base.rgb; | ||
| #endif | ||
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| float alpha = gl_Color.a; | ||
| vec4 col = vec4(color.rgb, alpha); | ||
| col = col * col; // SRGB -> Linear | ||
| col *= 1.8; | ||
| col.r = 1.0 - exp(1.0 - col.r) / e; | ||
| col.g = 1.0 - exp(1.0 - col.g) / e; | ||
| col.b = 1.0 - exp(1.0 - col.b) / e; | ||
| col = sqrt(col); // Linear -> SRGB | ||
| col *= gl_Color; | ||
| if(fogDistance != 0.0){ | ||
| float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); | ||
| alpha = mix(alpha, 0.0, d); | ||
| } | ||
| gl_FragColor = vec4(color.rgb, alpha); | ||
| } |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -1,54 +1,94 @@ | ||
| uniform sampler2D baseTexture; | ||
| uniform sampler2D normalTexture; | ||
| uniform sampler2D useNormalmap; | ||
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| uniform vec4 skyBgColor; | ||
| uniform float fogDistance; | ||
| uniform vec3 eyePosition; | ||
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| varying vec3 vPosition; | ||
| varying vec3 worldPosition; | ||
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| varying vec3 eyeVec; | ||
| varying vec3 lightVec; | ||
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| bool normalTexturePresent = false; | ||
|
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| const float e = 2.718281828459; | ||
|
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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){ | ||
| return intensity(texture2D(baseTexture,uv).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); | ||
| bump.y = -bump.y; | ||
| return bump; | ||
| } | ||
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| void main (void) | ||
| { | ||
| vec3 color; | ||
| vec4 bump; | ||
| vec2 uv = gl_TexCoord[0].st; | ||
| bool use_normalmap = false; | ||
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| #ifdef USE_NORMALMAPS | ||
| if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ | ||
| bump = get_normal_map(uv); | ||
| use_normalmap = true; | ||
| } | ||
| #endif | ||
|
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| #ifdef GENERATE_NORMALMAPS | ||
| if (use_normalmap == 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),0.5); | ||
| float diffuse = dot(E,bump.xyz); | ||
| color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; | ||
| } else { | ||
| color = base.rgb; | ||
| } | ||
| #else | ||
| color = base.rgb; | ||
| #endif | ||
|
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| vec4 col = vec4(color.rgb, base.a); | ||
| col = col * col; // SRGB -> Linear | ||
| col *= 1.8; | ||
| col.r = 1.0 - exp(1.0 - col.r) / e; | ||
| col.g = 1.0 - exp(1.0 - col.g) / e; | ||
| col.b = 1.0 - exp(1.0 - col.b) / e; | ||
| col = sqrt(col); // Linear -> SRGB | ||
| col *= gl_Color; | ||
| 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.rgb, base.a); | ||
| } |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -1,90 +1,110 @@ | ||
| uniform sampler2D baseTexture; | ||
| uniform sampler2D normalTexture; | ||
| uniform sampler2D useNormalmap; | ||
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| uniform vec4 skyBgColor; | ||
| uniform float fogDistance; | ||
| uniform vec3 eyePosition; | ||
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| varying vec3 vPosition; | ||
| varying vec3 worldPosition; | ||
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| varying vec3 eyeVec; | ||
| varying vec3 tsEyeVec; | ||
| varying vec3 lightVec; | ||
| varying vec3 tsLightVec; | ||
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| bool normalTexturePresent = false; | ||
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| const float e = 2.718281828459; | ||
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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){ | ||
| return intensity(texture2D(baseTexture,uv).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); | ||
| bump.y = -bump.y; | ||
| return bump; | ||
| } | ||
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| void main (void) | ||
| { | ||
| vec3 color; | ||
| vec4 bump; | ||
| vec2 uv = gl_TexCoord[0].st; | ||
| bool use_normalmap = false; | ||
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| #ifdef USE_NORMALMAPS | ||
| if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ | ||
| normalTexturePresent = true; | ||
| } | ||
| #endif | ||
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| #ifdef ENABLE_PARALLAX_OCCLUSION | ||
| if (normalTexturePresent){ | ||
| vec3 tsEye = normalize(tsEyeVec); | ||
| float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS; | ||
| uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y); | ||
| } | ||
| #endif | ||
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| #ifdef USE_NORMALMAPS | ||
| if (normalTexturePresent){ | ||
| bump = get_normal_map(uv); | ||
| use_normalmap = true; | ||
| } | ||
| #endif | ||
|
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| #ifdef GENERATE_NORMALMAPS | ||
| if (use_normalmap == 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),0.5); | ||
| float diffuse = dot(E,bump.xyz); | ||
| color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; | ||
| } else { | ||
| color = base.rgb; | ||
| } | ||
| #else | ||
| color = base.rgb; | ||
| #endif | ||
|
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| vec4 col = vec4(color.rgb, base.a); | ||
| col = col * col; // SRGB -> Linear | ||
| col *= 1.8; | ||
| col.r = 1.0 - exp(1.0 - col.r) / e; | ||
| col.g = 1.0 - exp(1.0 - col.g) / e; | ||
| col.b = 1.0 - exp(1.0 - col.b) / e; | ||
| col = sqrt(col); // Linear -> SRGB | ||
| col *= gl_Color; | ||
| 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.rgb, base.a); | ||
| } |