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	Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating it for each fragment. Remove if (fogDistance != 0.0).
		
			
				
	
	
		
			177 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			177 lines
		
	
	
		
			4.7 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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| 
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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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| bool texTileableHorizontal = false;
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| bool texTileableVertical = false;
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| bool texSeamless = 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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| 	if (flags.g > 0.5) {
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| 		texTileableHorizontal = true;
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| 	}
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| 	if (flags.b > 0.5) {
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| 		texTileableVertical = true;
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| 	}
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| 	if (texTileableHorizontal && texTileableVertical) {
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| 		texSeamless = 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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| 	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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| 	get_texture_flags();
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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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| #if GENERATE_NORMALMAPS == 1
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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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| 	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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