Resurrection
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@@ -0,0 +1,38 @@
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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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varying vec2 texCoord;
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varying vec3 camVec;
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varying vec3 lightVec;
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void main()
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{
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vec3 norm;
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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vec3 TexRGB = texture2D(Texture, texCoord.st).rgb;
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vec3 cVec = normalize(camVec);
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if (NormalMapExists == 0)
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{
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norm = vec3(0.0,0.0,1.0);
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}
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else
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{
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norm = (texture2D(NormalMap, texCoord.st).rgb - 0.5) * 2.0;
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}
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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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ambient = gl_LightSource[0].ambient;
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diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * max( dot(lightVec,norm),0.0);
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specular = gl_LightSource[0].specular * shineFactor;
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gl_FragColor = vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular);
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}
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@@ -0,0 +1,35 @@
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/*
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Bump mapping shader without parallax mapping for single directional light source
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The fastest shader for bump mapping
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*/
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uniform vec3 CamPos;
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uniform mat3 ModelRotateMatrix;
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uniform vec3 ModelTranslateVector;
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attribute vec3 Tangent;
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attribute vec3 Binormal;
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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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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
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texCoord = gl_MultiTexCoord0.st;
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vec3 lVec = normalize(gl_LightSource[0].position.xyz);
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vec3 cVec = (CamPos - gl_Vertex.xyz);
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mat3 rot;
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rot[0] = Tangent;
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rot[1] = Binormal;
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rot[2] = gl_Normal.xyz;
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rot = ModelRotateMatrix * rot;
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lightVec = lVec * rot;
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camVec = cVec * rot;
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}
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@@ -0,0 +1,72 @@
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/*
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Bump mapping shader without parallax mapping but with shadows for single directional light source
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*/
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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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varying vec2 texCoord;
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varying vec3 camVec;
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varying vec3 lightVec;
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//For shadows
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uniform sampler2D ShadowMap;
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uniform float ShadowDepth;
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varying vec4 vPos;
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varying vec4 gPos;
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float shadowCoef()
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{
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vec4 shadow_coord = gl_TextureMatrix[2]*vPos;
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shadow_coord.w = shadow_coord.z;
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// get the stored depth
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float shadow_d = texture2D(ShadowMap, shadow_coord.xy).x;
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// get the difference of the stored depth and the distance of this fragment to the light
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float diff = min(shadow_d - shadow_coord.z,0.0);
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float shadow_coef = clamp( 20*ShadowDepth*diff + 1.0, 0.0, 1.0); //[0..1]
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return shadow_coef;
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}
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void main()
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{
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vec3 norm;
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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vec3 TexRGB = texture2D(Texture, texCoord.st).rgb;
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vec3 cVec = normalize(camVec);
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if (NormalMapExists == 0)
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{
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norm = vec3(0.0,0.0,1.0);
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}
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else
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{
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norm = (texture2D(NormalMap, texCoord.st).rgb - 0.5) * 2.0;
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}
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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 shadow_coef = shadowCoef();
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ambient = gl_LightSource[0].ambient;
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diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * min( max(dot(lightVec,norm),0.0),shadow_coef);
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specular = gl_LightSource[0].specular * min(shineFactor,shadow_coef);
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gl_FragColor = vec4(TexRGB,1.0)*max(ambient,diffuse)+specular;
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}
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@@ -0,0 +1,44 @@
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/*
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Bump mapping shader without parallax mapping but with shadows for single directional light source
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*/
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uniform vec3 CamPos;
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uniform mat3 ModelRotateMatrix;
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uniform vec3 ModelTranslateVector;
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attribute vec3 Tangent;
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attribute vec3 Binormal;
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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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//for fragment shader
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varying vec4 vPos;
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varying vec4 gPos;
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void main()
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{
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vec4 realVertexPos = vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
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gl_Position = gl_ModelViewProjectionMatrix * realVertexPos;
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texCoord = gl_MultiTexCoord0.st;
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vec3 lVec = normalize(gl_LightSource[0].position.xyz);
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vec3 cVec = (CamPos - gl_Vertex.xyz);
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mat3 rot;
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rot[0] = Tangent;
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rot[1] = Binormal;
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rot[2] = gl_Normal.xyz;
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rot = ModelRotateMatrix * rot;
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lightVec = lVec * rot;
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camVec = cVec * rot;
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//For shadows
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vPos = realVertexPos;
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gPos = gl_ProjectionMatrix * gl_Position;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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@@ -0,0 +1,78 @@
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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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varying vec2 texCoord;
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varying vec3 camVec;
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varying vec3 lightVec;
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//For shadows
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uniform sampler2D ShadowMap;
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uniform float ShadowDepth;
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varying vec4 vPos;
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varying vec4 gPos;
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float shadowCoef()
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{
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vec4 shadow_coord = gl_TextureMatrix[2]*vPos;
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shadow_coord.w = shadow_coord.z;
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// get the stored depth
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float shadow_d = texture2D(ShadowMap, shadow_coord.xy).x;
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// get the difference of the stored depth and the distance of this fragment to the light
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float diff = min(shadow_d - shadow_coord.z,0.0);
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float shadow_coef = clamp( 20*ShadowDepth*diff + 1.0, 0.0, 1.0); //[0..1]
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return shadow_coef;
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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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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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float parallax = 0.035;
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//double refinement
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float height = texture2D(NormalMap, texCoord.xy).a;
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float offset = parallax * (2.0 * height - 1.0);
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vec2 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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//go-go-go
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vec3 TexRGB = texture2D(Texture, parallaxTexCoord).xyz;
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vec3 norm;
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if (NormalMapExists == 0)
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{
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norm = vec3(0.0,0.0,1.0);
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}
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else
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{
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norm = texture2D(NormalMap, parallaxTexCoord).xyz * 2.0 - 1.0;
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}
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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 shadow_coef = shadowCoef();
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ambient = gl_LightSource[0].ambient;
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diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * min( max(dot(lightVec,norm),0.0),shadow_coef);
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specular = gl_LightSource[0].specular * min(shineFactor,shadow_coef);
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gl_FragColor = vec4(TexRGB,1.0)*max(ambient,diffuse)+specular;
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}
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@@ -0,0 +1,46 @@
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/*
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Bump/parallax mapping shader for single directional light source
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The fastest shader for bump/bump mapping
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*/
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uniform vec3 CamPos;
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uniform mat3 ModelRotateMatrix;
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uniform vec3 ModelTranslateVector;
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attribute vec3 Tangent;
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attribute vec3 Binormal;
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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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//for fragment shader
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varying vec4 vPos;
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varying vec4 gPos;
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void main()
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{
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vec4 realVertexPos = vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
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gl_Position = gl_ModelViewProjectionMatrix * realVertexPos;
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texCoord = gl_MultiTexCoord0.st;
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vec3 lVec = normalize(gl_LightSource[0].position.xyz);
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vec3 cVec = (CamPos - gl_Vertex.xyz);
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mat3 rot;
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rot[0] = Tangent;
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rot[1] = Binormal;
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rot[2] = gl_Normal.xyz;
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rot = ModelRotateMatrix * rot;
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lightVec = lVec * rot;
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camVec = cVec * rot;
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//For shadows
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vPos = realVertexPos;
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gPos = gl_ProjectionMatrix * gl_Position;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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@@ -0,0 +1,4 @@
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void main()
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{
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gl_FragColor = vec4(1.0,1.0,1.0,1.0);
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}
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@@ -0,0 +1,12 @@
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/* Shader to draw nothing. This shader is used when render scene to depth buffer only
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For example, to make depth texture from light source position
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*/
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uniform mat3 ModelRotateMatrix;
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uniform vec3 ModelTranslateVector;
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void main()
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{
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vec4 realVertexPos = vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
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gl_Position = gl_ModelViewProjectionMatrix * realVertexPos;
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}
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@@ -0,0 +1,43 @@
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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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varying vec2 texCoord;
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varying int activeLightCount;
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varying vec3 camVec;
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varying vec3 lightVec[8];
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void main()
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{
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vec3 norm;
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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vec3 cVec = normalize(camVec);
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vec3 lVec;
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vec3 TexRGB = texture2D(Texture, texCoord.st).rgb;
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if (NormalMapExists == 0)
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{
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norm = vec3(0.0,0.0,1.0);
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}
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else
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{
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norm = (texture2D(NormalMap, texCoord.st).rgb - 0.5) * 2.0;
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}
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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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gl_FragColor = vec4(0.0,0.0,0.0,1.0);
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for (int i=0; i<activeLightCount; i++)
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{
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lVec = normalize(lightVec[i]);
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ambient = gl_LightSource[i].ambient;
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diffuse = gl_FrontMaterial.diffuse * gl_LightSource[i].diffuse * max( dot(lVec,norm),0.0);
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specular = gl_LightSource[i].specular * shineFactor;
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gl_FragColor += vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular);
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}
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}
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@@ -0,0 +1,51 @@
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/*
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Bump mapping shader without parallax mapping for not more than 8 light sources
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The slowest bump mapping shader
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*/
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uniform vec3 CamPos;
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uniform int ActiveLightCount;
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uniform mat3 ModelRotateMatrix;
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uniform vec3 ModelTranslateVector;
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attribute vec3 Tangent;
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attribute vec3 Binormal;
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varying vec2 texCoord;
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varying int activeLightCount;
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varying vec3 camVec;
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varying vec3 lightVec[8];
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
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texCoord = gl_MultiTexCoord0.st;
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activeLightCount = ActiveLightCount;
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mat3 rot;
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rot[0] = Tangent;
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rot[1] = Binormal;
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rot[2] = gl_Normal.xyz;
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rot = ModelRotateMatrix * rot;
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vec3 lVec;
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vec3 cVec = CamPos - gl_Vertex.xyz;
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camVec = cVec * rot;
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for (int i=0; i<ActiveLightCount; i++)
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{
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if (gl_LightSource[i].position.w == 0.0)
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lVec = gl_LightSource[i].position.xyz;
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else
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lVec = gl_LightSource[i].position.xyz - gl_Vertex.xyz;
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lightVec[i] = lVec * rot;
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}
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}
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@@ -0,0 +1,54 @@
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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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varying vec2 texCoord;
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varying int activeLightCount;
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varying vec3 camVec;
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varying vec3 lightVec[8];
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void main()
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{
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vec3 lVec;
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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 = texture2D(NormalMap, texCoord.xy).a;
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float offset = parallax * (2.0 * height - 1.0);
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vec2 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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//go-go-go
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vec3 TexRGB = texture2D(Texture, parallaxTexCoord).xyz;
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vec3 norm;
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if (NormalMapExists == 0)
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{
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norm = vec3(0.0,0.0,1.0);
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}
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else
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{
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norm = texture2D(NormalMap, parallaxTexCoord).xyz * 2.0 - 1.0;
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}
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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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gl_FragColor = vec4(0.0,0.0,0.0,1.0);
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for (int i=0;i<activeLightCount;i++)
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{
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vec3 lVec = normalize(lightVec[i]);
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vec4 ambient = gl_LightSource[i].ambient;
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vec4 diffuse = gl_FrontMaterial.diffuse * gl_LightSource[i].diffuse * max( dot(lVec,norm),0.0);
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vec4 specular = gl_LightSource[i].specular * shineFactor;
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gl_FragColor += vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular);
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}
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}
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@@ -0,0 +1,49 @@
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/*
|
||||
Bump/parallax mapping shader for not more than 8 light sources
|
||||
The slowest bump/parallax mapping shader
|
||||
|
||||
*/
|
||||
uniform vec3 CamPos;
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
uniform int ActiveLightCount;
|
||||
|
||||
attribute vec3 Tangent;
|
||||
attribute vec3 Binormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying int activeLightCount;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec[8];
|
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|
||||
void main()
|
||||
{
|
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gl_Position = gl_ModelViewProjectionMatrix * vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
|
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texCoord = gl_MultiTexCoord0.st;
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activeLightCount = ActiveLightCount;
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mat3 rot;
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rot[0] = Tangent;
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rot[1] = Binormal;
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rot[2] = gl_Normal.xyz;
|
||||
|
||||
rot = ModelRotateMatrix * rot;
|
||||
|
||||
vec3 lVec;
|
||||
vec3 cVec = (CamPos - gl_Vertex.xyz);
|
||||
|
||||
camVec = cVec * rot;
|
||||
|
||||
for (int i=0;i<ActiveLightCount;i++)
|
||||
{
|
||||
if (gl_LightSource[i].position.w == 0.0)
|
||||
lVec = gl_LightSource[i].position.xyz;
|
||||
else
|
||||
lVec = gl_LightSource[i].position.xyz - gl_Vertex.xyz;
|
||||
|
||||
lightVec[i] = lVec * rot;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D NormalMap;
|
||||
|
||||
uniform int NormalMapExists;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 norm;
|
||||
|
||||
vec4 diffuse;
|
||||
vec4 specular;
|
||||
|
||||
vec3 cVec = normalize(camVec);
|
||||
vec3 lVec = normalize(lightVec);
|
||||
|
||||
vec3 TexRGB = texture2D(Texture, texCoord.st).rgb;
|
||||
|
||||
if (NormalMapExists == 0)
|
||||
{
|
||||
norm = vec3(0.0,0.0,1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
norm = (texture2D(NormalMap, texCoord.st).rgb - 0.5)* 2.0;
|
||||
}
|
||||
|
||||
|
||||
float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
|
||||
|
||||
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * max( dot(lVec,norm),0.0);
|
||||
specular = gl_LightSource[0].specular * shineFactor;
|
||||
|
||||
gl_FragColor = vec4(TexRGB,1.0)*gl_LightSource[0].ambient+(vec4(TexRGB,1.0)*diffuse+specular);
|
||||
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
// Bump mapping shader without parallax mapping for single light source
|
||||
// Slower than directlight_bump but faster than multilight_bump
|
||||
|
||||
uniform vec3 CamPos;
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
|
||||
attribute vec3 Tangent;
|
||||
attribute vec3 Binormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
|
||||
texCoord = gl_MultiTexCoord0.st;
|
||||
|
||||
vec3 lVec;
|
||||
|
||||
if (gl_LightSource[0].position.w == 0.0)
|
||||
lVec = gl_LightSource[0].position.xyz;
|
||||
else
|
||||
lVec = gl_LightSource[0].position.xyz - gl_Vertex.xyz;
|
||||
|
||||
vec3 cVec = CamPos - gl_Vertex.xyz;
|
||||
|
||||
mat3 rot;
|
||||
rot[0] = Tangent;
|
||||
rot[1] = Binormal;
|
||||
rot[2] = gl_Normal.xyz;
|
||||
|
||||
rot = ModelRotateMatrix * rot;
|
||||
|
||||
lightVec = lVec * rot;
|
||||
camVec = cVec * rot;
|
||||
}
|
||||
@@ -0,0 +1,47 @@
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D NormalMap;
|
||||
uniform int NormalMapExists;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lVec = normalize(lightVec);
|
||||
vec3 cVec = normalize(camVec);
|
||||
|
||||
float parallax = 0.035;
|
||||
|
||||
//double refinement
|
||||
float height = texture2D(NormalMap, texCoord.xy).a;
|
||||
float offset = parallax * (2.0 * height - 1.0);
|
||||
vec2 parallaxTexCoord = texCoord.xy + offset * cVec.xy;
|
||||
height += texture2D(NormalMap, parallaxTexCoord).a;
|
||||
|
||||
offset = parallax * (height - 1.0);
|
||||
|
||||
parallaxTexCoord = texCoord.xy + offset * cVec.xy;
|
||||
|
||||
//go-go-go
|
||||
vec3 TexRGB = texture2D(Texture, parallaxTexCoord).xyz;
|
||||
|
||||
vec3 norm;
|
||||
if (NormalMapExists == 0)
|
||||
{
|
||||
norm = vec3(0.0,0.0,1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
norm = texture2D(NormalMap, parallaxTexCoord).xyz * 2.0 - 1.0;
|
||||
}
|
||||
|
||||
float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
|
||||
|
||||
vec4 ambient = gl_LightSource[0].ambient;
|
||||
vec4 diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * max( dot(lVec,norm),0.0);
|
||||
vec4 specular = gl_LightSource[0].specular * shineFactor;
|
||||
|
||||
gl_FragColor = vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular);
|
||||
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
/*
|
||||
Bump/parallax mapping shader for single light source
|
||||
Slower than directlight_parallax but faster than multilight_parallax
|
||||
*/
|
||||
|
||||
uniform vec3 CamPos;
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
|
||||
attribute vec3 Tangent;
|
||||
attribute vec3 Binormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
|
||||
|
||||
texCoord = gl_MultiTexCoord0.st;
|
||||
|
||||
vec3 lVec;
|
||||
vec3 cVec = (CamPos - gl_Vertex.xyz);
|
||||
|
||||
if (gl_LightSource[0].position.w == 0.0)
|
||||
lVec = gl_LightSource[0].position.xyz;
|
||||
else
|
||||
lVec = gl_LightSource[0].position.xyz - gl_Vertex.xyz;
|
||||
|
||||
mat3 rot;
|
||||
rot[0] = Tangent;
|
||||
rot[1] = Binormal;
|
||||
rot[2] = gl_Normal.xyz;
|
||||
|
||||
rot = ModelRotateMatrix * rot;
|
||||
|
||||
lightVec = lVec * rot;
|
||||
camVec = cVec * rot;
|
||||
|
||||
}
|
||||
Reference in new issue
Block a user