uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform sampler2D textureFlags; uniform vec4 skyBgColor; uniform float fogDistance; uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 worldPosition; varying vec3 eyeVec; varying vec3 lightVec; bool normalTexturePresent = false; bool texTileableHorizontal = false; bool texTileableVertical = false; bool texSeamless = false; const float e = 2.718281828459; const float BS = 10.0; const float fogStart = FOG_START; const float fogShadingParameter = 1 / ( 1 - fogStart); void get_texture_flags() { vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0)); if (flags.r > 0.5) { normalTexturePresent = true; } if (flags.g > 0.5) { texTileableHorizontal = true; } if (flags.b > 0.5) { texTileableVertical = true; } if (texTileableHorizontal && texTileableVertical) { texSeamless = true; } } float intensity(vec3 color) { return (color.r + color.g + color.b) / 3.0; } float get_rgb_height(vec2 uv) { if (texSeamless) { return intensity(texture2D(baseTexture, uv).rgb); } else { return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb); } } vec4 get_normal_map(vec2 uv) { vec4 bump = texture2D(normalTexture, uv).rgba; bump.xyz = normalize(bump.xyz * 2.0 - 1.0); return bump; } void main(void) { vec3 color; vec4 bump; vec2 uv = gl_TexCoord[0].st; bool use_normalmap = false; get_texture_flags(); #if USE_NORMALMAPS == 1 if (normalTexturePresent) { bump = get_normal_map(uv); use_normalmap = true; } #endif #if GENERATE_NORMALMAPS == 1 if (normalTexturePresent == 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), 1.0); float diffuse = dot(-E,bump.xyz); color = (diffuse + 0.1 * specular) * base.rgb; } else { color = base.rgb; } #else color = base.rgb; #endif vec4 col = vec4(color.rgb, base.a); col *= gl_Color; // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), // the fog will only be rendered correctly if the last operation before the // clamp() is an addition. Else, the clamp() seems to be ignored. // E.g. the following won't work: // float clarity = clamp(fogShadingParameter // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0); // As additions usually come for free following a multiplication, the new formula // should be more efficient as well. // Note: clarity = (1 - fogginess) float clarity = clamp(fogShadingParameter - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); col = mix(skyBgColor, col, clarity); gl_FragColor = vec4(col.rgb, base.a); }