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 tsEyeVec; varying vec3 lightVec; varying vec3 tsLightVec; bool normalTexturePresent = false; bool texTileableHorizontal = false; bool texTileableVertical = false; bool texSeamless = false; const float e = 2.718281828459; const float BS = 10.0; #ifdef ENABLE_TONE_MAPPING /* Hable's UC2 Tone mapping parameters A = 0.22; B = 0.30; C = 0.10; D = 0.20; E = 0.01; F = 0.30; W = 11.2; equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F */ vec3 uncharted2Tonemap(vec3 x) { return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03334; } vec4 applyToneMapping(vec4 color) { color = vec4(pow(color.rgb, vec3(2.2)), color.a); const float gamma = 1.6; const float exposureBias = 5.5; color.rgb = uncharted2Tonemap(exposureBias * color.rgb); // Precalculated white_scale from //vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W)); vec3 whiteScale = vec3(1.036015346); color.rgb *= whiteScale; return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a); } #endif 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) { 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; get_texture_flags(); #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 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),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 vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0); #if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE float alpha = gl_Color.a; if (fogDistance != 0.0) { float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0); alpha = mix(0.0, alpha, d); } col = vec4(col.rgb, alpha); #else if (fogDistance != 0.0) { float d = clamp((fogDistance - length(eyeVec)) / (fogDistance * 0.6), 0.0, 1.0); col = mix(skyBgColor, col, d); } col = vec4(col.rgb, base.a); #endif #ifdef ENABLE_TONE_MAPPING gl_FragColor = applyToneMapping(col); #else gl_FragColor = col; #endif }