uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform sampler2D textureFlags; uniform vec4 emissiveColor; uniform vec4 skyBgColor; uniform float fogDistance; uniform vec3 eyePosition; varying vec3 vNormal; varying vec3 vPosition; varying vec3 worldPosition; varying vec3 eyeVec; varying vec3 lightVec; varying float vIDiff; 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); #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)) - 0.03333; } 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; } } 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 vec4 base = texture2D(baseTexture, uv).rgba; #ifdef USE_DISCARD // If alpha is zero, we can just discard the pixel. This fixes transparency // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa. if (base.a == 0.0) { discard; } #endif #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.rgb *= gl_Color.rgb; col.rgb *= emissiveColor.rgb * vIDiff; #ifdef ENABLE_TONE_MAPPING col = applyToneMapping(col); #endif // 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); }