#version 120 uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform sampler2D useNormalmap; uniform float enableBumpmapping; uniform float enableParallaxOcclusion; uniform float parallaxOcclusionScale; uniform float parallaxOcclusionBias; uniform vec4 skyBgColor; uniform float fogDistance; uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 tsEyeVec; varying vec3 eyeVec; varying vec4 vColor; const float e = 2.718281828459; void main (void) { float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; float enable_bumpmapping = enableBumpmapping; vec3 color; vec2 uv = gl_TexCoord[0].st; float height; vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y); if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) { float map_height = texture2D(normalTexture, uv).a; if (map_height < 1.0){ float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias; uv = uv + height * tsEye; } } /* Steep parallax code, for future use if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) { const float numSteps = 40.0; float height = 1.0; float step = 1.0 / numSteps; vec4 NB = texture2D(normalTexture, uv); vec2 delta = tsEye * parallaxMappingScale / numSteps; for (float i = 0.0; i < numSteps; i++) { if (NB.a < height) { height -= step; uv += delta; NB = texture2D(normalTexture, uv); } else { break; } } } */ if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) { vec3 base = texture2D(baseTexture, uv).rgb; vec3 vVec = normalize(eyeVec); vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); vec3 R = reflect(-vVec, bump); vec3 lVec = normalize(vVec); float diffuse = max(dot(lVec, bump), 0.0); float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse; } else { color = texture2D(baseTexture, uv).rgb; } float alpha = texture2D(baseTexture, uv).a; vec4 col = vec4(color.r, color.g, color.b, alpha); col *= gl_Color; 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 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.r, col.g, col.b, alpha); }