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 float generate_heightmaps; 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); return bump; } float find_intersection(vec2 dp, vec2 ds) { const int linear_steps = 10; const int binary_steps = 5; const float depth_step = 1.0 / linear_steps; float size = depth_step; float depth = 1.0; float best_depth = 1.0; for (int i = 0 ; i < linear_steps - 1 ; ++i) { vec4 t = texture2D(normalTexture, dp + ds * depth); if (best_depth > 0.05) if (depth >= t.a) best_depth = depth; depth -= size; } depth = best_depth - size; for (int i = 0 ; i < binary_steps ; ++i) { size *= 0.5; vec4 t = texture2D(normalTexture, dp + ds * depth); if (depth >= t.a) { best_depth = depth; depth -= 2 * size; } depth += size; } return best_depth; } float find_intersectionRGB(vec2 dp, vec2 ds) { const float iterations = 24; const float depth_step = 1.0 / iterations; float depth = 1.0; for (int i = 0 ; i < iterations ; i++) { float h = get_rgb_height(dp + ds * depth); if (h >= depth) break; depth -= depth_step; } return depth; } 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 vec3 eyeRay = normalize(tsEyeVec); #if PARALLAX_OCCLUSION_MODE == 0 // Parallax occlusion with slope information if (normalTexturePresent) { const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS; const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS; for(int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) { vec4 normal = texture2D(normalTexture, uv.xy); float h = normal.a * scale - bias; uv += h * normal.z * eyeRay.xy; } #endif #if PARALLAX_OCCLUSION_MODE == 1 // Relief mapping if (normalTexturePresent) { vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE; float dist = find_intersection(uv, ds); uv += dist * ds; #endif } else if (generate_heightmaps > 0.0) { vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE; float dist = find_intersectionRGB(uv, ds); uv += dist * ds; } #endif #ifdef USE_NORMALMAPS if (normalTexturePresent) { bump = get_normal_map(uv); use_normalmap = true; } #endif if (GENERATE_NORMALMAPS == 1 && 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; } 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), 1.0); float diffuse = dot(E,bump.xyz); color = (diffuse + 0.1 * 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 }