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			122 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			122 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform sampler2D baseTexture;
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| uniform sampler2D normalTexture;
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| uniform sampler2D useNormalmap;
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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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| 
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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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|  
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| float intensity (vec3 color){
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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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| 	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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| 	vec4 bump = texture2D(normalTexture, uv).rgba;
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| 	bump.xyz = normalize(bump.xyz * 2.0 -1.0);
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| 	bump.y = -bump.y;
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| 	return bump;
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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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| 	
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| #ifdef USE_NORMALMAPS
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| 	if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
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| 		normalTexturePresent = true;
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| 	}
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| #endif
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| 
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| #ifdef ENABLE_PARALLAX_OCCLUSION
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| 	if (normalTexturePresent){
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| 		vec3 tsEye = normalize(tsEyeVec);
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| 		float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
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| 		uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
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| 	}
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| #endif
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| 
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| #ifdef USE_NORMALMAPS
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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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| #ifdef GENERATE_NORMALMAPS
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| 	if (use_normalmap == 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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| 
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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),0.5); 
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| 		float diffuse = dot(E,bump.xyz);		
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| 		/* Mathematic optimization
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| 		* Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
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| 		* This optimization save 2 multiplications (orig: 4 multiplications + 3 additions
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| 		* end: 2 multiplications + 3 additions)
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| 		*/
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| 		color = (0.05 + diffuse + 0.2 * 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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| #if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
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| 	float alpha = gl_Color.a;
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| 	vec4 col = vec4(color.rgb, alpha);
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| 	col *= gl_Color;
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| 	if(fogDistance != 0.0){
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| 		float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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| 		alpha = mix(alpha, 0.0, d);
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| 	}
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| 	gl_FragColor = vec4(col.rgb, alpha);
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| #else
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| 	vec4 col = vec4(color.rgb, base.a);
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| 	col *= gl_Color;
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| 	if(fogDistance != 0.0){
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| 		float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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| 		col = mix(col, skyBgColor, d);
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| 	}
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| 	gl_FragColor = vec4(col.rgb, base.a);
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| #endif
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| }
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