209 lines
5.9 KiB
Plaintext
209 lines
5.9 KiB
Plaintext
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uniform sampler2D Texture;
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uniform sampler2D NormalMap;
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uniform int NormalMapExists;
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uniform float FogBeginDistance;
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uniform float FogEndDistance;
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uniform vec4 FogColor;
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varying vec2 texCoord;
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varying vec3 camVec;
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varying vec3 lightVec;
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varying vec3 vertexPos;
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//For shadows
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uniform sampler2D ShadowMapGlobal;
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uniform sampler2D ShadowMapLocal;
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uniform float ShadowClampValue;
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varying vec4 vPos;
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varying vec4 gPos;
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float CalcPCFGlobal(vec4 shadowCoord);
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float CalcPCFLocal(vec4 shadowCoord);
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vec2 myrand2(vec2 co)
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{
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return vec2(fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453),
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fract(sin(dot(vec2(1-co.y,1-co.x) ,vec2(12.9898,78.233))) * 43758.5453));
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}
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float shadowCoef()
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{
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vec4 shadow_coord = gl_TextureMatrix[3]*vPos;
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float shadow_d;
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float pcf;
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if (shadow_coord.x < 0.0 || shadow_coord.x > 1.0
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|| shadow_coord.y < 0.0 || shadow_coord.y > 1.0)
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{
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shadow_coord = gl_TextureMatrix[2]*vPos;
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shadow_coord.w = shadow_coord.z;
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pcf = CalcPCFGlobal(shadow_coord);
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}
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else
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{
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shadow_coord.w = shadow_coord.z;
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pcf = CalcPCFLocal(shadow_coord);
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}
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return clamp(1.0 - pcf, ShadowClampValue, 1.0);
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}
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float CalcPCFGlobal(vec4 shadowCoord)
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{
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float diff;
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float shadow_d;
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vec3 shadow_coord = shadowCoord.xyz;
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shadow_d = texture2D(ShadowMapGlobal, shadow_coord.xy).x;
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diff = clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
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shadow_coord.x += 0.001;
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shadow_d = texture2D(ShadowMapGlobal, shadow_coord.xy).x;
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diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
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shadow_coord.xy = shadowCoord.xy;
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shadow_coord.x -= 0.001;
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shadow_d = texture2D(ShadowMapGlobal, shadow_coord.xy).x;
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diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
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shadow_coord.xy = shadowCoord.xy;
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shadow_coord.y += 0.001;
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shadow_d = texture2D(ShadowMapGlobal, shadow_coord.xy).x;
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diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
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shadow_coord.xy = shadowCoord.xy;
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shadow_coord.y -= 0.001;
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shadow_d = texture2D(ShadowMapGlobal, shadow_coord.xy).x;
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diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
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return diff*0.2;
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}
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float CalcPCFLocal(vec4 shadowCoord)
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{
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float diff;
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float shadow_d;
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vec3 shadow_coord;
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shadow_coord = shadowCoord.xyz;
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shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
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diff = clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
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shadow_coord.xy = shadowCoord.xy;
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shadow_coord.x += 0.001;
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shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
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shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
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diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
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shadow_coord.xy = shadowCoord.xy;
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shadow_coord.x -= 0.001;
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shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
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shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
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diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
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shadow_coord.xy = shadowCoord.xy;
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shadow_coord.y += 0.001;
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shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
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shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
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diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
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shadow_coord.xy = shadowCoord.xy;
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shadow_coord.y -= 0.001;
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shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
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shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
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diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
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shadow_coord.xy = shadowCoord.xy;
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shadow_coord.x += 0.001;
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shadow_coord.y += 0.001;
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shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
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shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
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diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
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shadow_coord.xy = shadowCoord.xy;
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shadow_coord.x -= 0.001;
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shadow_coord.y += 0.001;
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shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
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shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
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diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
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shadow_coord.xy = shadowCoord.xy;
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shadow_coord.x += 0.001;
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shadow_coord.y -= 0.001;
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shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
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shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
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diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
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shadow_coord.xy = shadowCoord.xy;
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shadow_coord.x -= 0.001;
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shadow_coord.y -= 0.001;
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shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
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shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
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diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
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return diff*0.11;
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}
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void main()
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{
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vec3 lVec = lightVec;
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vec3 cVec = normalize(camVec);
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float parallax = 0.035;
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//double refinement
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float height;
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float offset;
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vec2 parallaxTexCoord;
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if (NormalMapExists != 0)
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{
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height = texture2D(NormalMap, texCoord.xy).a;
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offset = parallax * (2.0 * height - 1.0);
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parallaxTexCoord = texCoord.xy + offset * cVec.xy;
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height += texture2D(NormalMap, parallaxTexCoord).a;
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offset = parallax * (height - 1.0);
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parallaxTexCoord = texCoord.xy + offset * cVec.xy;
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}
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else
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{
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parallaxTexCoord = texCoord.xy;
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}
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//go-go-go
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vec3 TexRGB = texture2D(Texture, parallaxTexCoord).xyz;
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vec3 norm;
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norm = (1-NormalMapExists) * vec3(0.0,0.0,1.0) + NormalMapExists*(texture2D(NormalMap, parallaxTexCoord).xyz * 2.0 - 1.0);
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float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
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float light_coef;
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if (lightVec.z <= 0.2)
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{
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light_coef = 1.0;
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}
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else
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{
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light_coef = 1.0 - shadowCoef();
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}
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vec4 ambient = gl_LightSource[0].ambient;
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vec4 diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * min( max(dot(lVec,norm),0.0), light_coef);
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vec4 specular = gl_LightSource[0].specular * min(shineFactor, light_coef);
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float fogFactor = min(max(max(abs(vertexPos.x)-FogBeginDistance, abs(vertexPos.z)-FogBeginDistance),0.0)/(FogEndDistance - FogBeginDistance),1.0);
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gl_FragColor = mix(vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular), FogColor, fogFactor);
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}
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