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	Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating it for each fragment. Remove if (fogDistance != 0.0).
		
			
				
	
	
		
			220 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			220 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform sampler2D baseTexture;
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| uniform sampler2D normalTexture;
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| uniform sampler2D textureFlags;
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| 
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| uniform vec4 skyBgColor;
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| uniform float fogDistance;
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| uniform vec3 eyePosition;
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| 
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| varying vec3 vPosition;
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| varying vec3 worldPosition;
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| varying float area_enable_parallax;
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| 
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| varying vec3 eyeVec;
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| varying vec3 tsEyeVec;
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| varying vec3 lightVec;
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| varying vec3 tsLightVec;
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| 
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| bool normalTexturePresent = false;
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| 
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| const float e = 2.718281828459;
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| const float BS = 10.0;
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| const float fogStart = FOG_START;
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| const float fogShadingParameter = 1 / ( 1 - fogStart);
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| 
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| #ifdef ENABLE_TONE_MAPPING
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| 
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| /* Hable's UC2 Tone mapping parameters
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| 	A = 0.22;
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| 	B = 0.30;
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| 	C = 0.10;
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| 	D = 0.20;
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| 	E = 0.01;
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| 	F = 0.30;
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| 	W = 11.2;
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| 	equation used:  ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
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| */
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| 
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| vec3 uncharted2Tonemap(vec3 x)
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| {
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| 	return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03334;
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| }
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| 
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| vec4 applyToneMapping(vec4 color)
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| {
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| 	color = vec4(pow(color.rgb, vec3(2.2)), color.a);
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| 	const float gamma = 1.6;
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| 	const float exposureBias = 5.5;
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| 	color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
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| 	// Precalculated white_scale from 
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| 	//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
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| 	vec3 whiteScale = vec3(1.036015346);
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| 	color.rgb *= whiteScale;
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| 	return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
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| }
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| #endif
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| 
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| void get_texture_flags()
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| {
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| 	vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
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| 	if (flags.r > 0.5) {
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| 		normalTexturePresent = true;
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| 	}
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| }
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| 
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| float intensity(vec3 color)
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| {
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| 	return (color.r + color.g + color.b) / 3.0;
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| }
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| 
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| float get_rgb_height(vec2 uv)
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| {
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| 	return intensity(texture2D(baseTexture, uv).rgb);
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| }
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| 
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| vec4 get_normal_map(vec2 uv)
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| {
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| 	vec4 bump = texture2D(normalTexture, uv).rgba;
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| 	bump.xyz = normalize(bump.xyz * 2.0 - 1.0);
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| 	return bump;
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| }
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| 
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| float find_intersection(vec2 dp, vec2 ds)
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| {
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| 	float depth = 1.0;
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| 	float best_depth = 0.0;
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| 	float size = 0.0625;
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| 	for (int i = 0; i < 15; i++) {
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| 		depth -= size;
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| 		float h = texture2D(normalTexture, dp + ds * depth).a;
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| 		if (depth <= h) {
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| 			best_depth = depth;
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| 			break;
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| 		}
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| 	}
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| 	depth = best_depth;
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| 	for (int i = 0; i < 4; i++) {
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| 		size *= 0.5;
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| 		float h = texture2D(normalTexture,dp + ds * depth).a;
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| 		if (depth <= h) {
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| 			best_depth = depth;
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| 			depth += size;
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| 		} else {
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| 			depth -= size;
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| 		}
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| 	}
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| 	return best_depth;
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| }
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| 
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| float find_intersectionRGB(vec2 dp, vec2 ds)
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| {
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| 	const float depth_step = 1.0 / 24.0;
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| 	float depth = 1.0;
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| 	for (int i = 0 ; i < 24 ; i++) {
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| 		float h = get_rgb_height(dp + ds * depth);
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| 		if (h >= depth)
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| 			break;
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| 		depth -= depth_step;
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| 	}
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| 	return depth;
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| }
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| 
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| void main(void)
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| {
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| 	vec3 color;
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| 	vec4 bump;
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| 	vec2 uv = gl_TexCoord[0].st;
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| 	bool use_normalmap = false;
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| 	get_texture_flags();
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| 
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| #ifdef ENABLE_PARALLAX_OCCLUSION
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| 	vec2 eyeRay = vec2 (tsEyeVec.x, -tsEyeVec.y);
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| 	const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
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| 	const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
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| 
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| #if PARALLAX_OCCLUSION_MODE == 0
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| 	// Parallax occlusion with slope information
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| 	if (normalTexturePresent && area_enable_parallax > 0.0) {
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| 		for (int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
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| 			vec4 normal = texture2D(normalTexture, uv.xy);
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| 			float h = normal.a * scale - bias;
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| 			uv += h * normal.z * eyeRay;
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| 		}
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| #endif
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| 
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| #if PARALLAX_OCCLUSION_MODE == 1
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| 	// Relief mapping
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| 	if (normalTexturePresent && area_enable_parallax > 0.0) {
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| 		vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
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| 		float dist = find_intersection(uv, ds);
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| 		uv += dist * ds;
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| #endif
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| 	} else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
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| 		vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
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| 		float dist = find_intersectionRGB(uv, ds);
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| 		uv += dist * ds;
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| 	}
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| #endif
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| 
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| #if USE_NORMALMAPS == 1
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| 	if (normalTexturePresent) {
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| 		bump = get_normal_map(uv);
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| 		use_normalmap = true;
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| 	}
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| #endif
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| 
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| #if GENERATE_NORMALMAPS == 1
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| 	if (normalTexturePresent == false) {
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| 		float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
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| 		float t  = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
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| 		float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
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| 		float r  = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y));
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| 		float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP));
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| 		float b  = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP));
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| 		float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP));
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| 		float l  = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y));
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| 		float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
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| 		float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
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| 		bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
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| 		use_normalmap = true;
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| 	}
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| #endif
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| 	vec4 base = texture2D(baseTexture, uv).rgba;
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| 
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| #ifdef ENABLE_BUMPMAPPING
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| 	if (use_normalmap) {
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| 		vec3 L = normalize(lightVec);
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| 		vec3 E = normalize(eyeVec);
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| 		float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0);
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| 		float diffuse = dot(-E,bump.xyz);
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| 		color = (diffuse + 0.1 * specular) * base.rgb;
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| 	} else {
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| 		color = base.rgb;
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| 	}
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| #else
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| 	color = base.rgb;
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| #endif
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| 
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| 	vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0); 
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| 	
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| #ifdef ENABLE_TONE_MAPPING
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| 	col = applyToneMapping(col);
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| #endif
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| 
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| 	// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
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| 	// the fog will only be rendered correctly if the last operation before the
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| 	// clamp() is an addition. Else, the clamp() seems to be ignored.
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| 	// E.g. the following won't work:
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| 	//      float clarity = clamp(fogShadingParameter
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| 	//		* (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
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| 	// As additions usually come for free following a multiplication, the new formula
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| 	// should be more efficient as well.
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| 	// Note: clarity = (1 - fogginess)
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| 	float clarity = clamp(fogShadingParameter
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| 		- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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| 	col = mix(skyBgColor, col, clarity);
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| 	col = vec4(col.rgb, base.a);
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| 
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| 	gl_FragColor = col;
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| }
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