uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform sampler2D useNormalmap; uniform vec4 skyBgColor; uniform float fogDistance; uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 worldPosition; varying vec3 eyeVec; varying vec3 tsEyeVec; varying vec3 lightVec; varying vec3 tsLightVec; bool normalTexturePresent = false; const float e = 2.718281828459; const float BS = 10.0; float intensity (vec3 color){ return (color.r + color.g + color.b) / 3.0; } float get_rgb_height (vec2 uv){ return intensity(texture2D(baseTexture,uv).rgb); } 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; } void main (void) { vec3 color; vec4 bump; vec2 uv = gl_TexCoord[0].st; bool use_normalmap = false; #ifdef USE_NORMALMAPS if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ normalTexturePresent = true; } #endif #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 #ifdef USE_NORMALMAPS if (normalTexturePresent){ bump = get_normal_map(uv); use_normalmap = true; } #endif #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 vec4 base = texture2D(baseTexture, uv).rgba; #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); /* Mathematic optimization * Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; * This optimization save 2 multiplications (orig: 4 multiplications + 3 additions * end: 2 multiplications + 3 additions) */ color = (0.05 + diffuse + 0.2 * specular) * base.rgb; } else { color = base.rgb; } #else color = base.rgb; #endif #if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE float alpha = gl_Color.a; vec4 col = vec4(color.rgb, alpha); 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(col.rgb, alpha); #else vec4 col = vec4(color.rgb, base.a); 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); #endif }