Parallax mapping with slope information.
Overriding normal maps.
if fields["cb_parallax"] then
engine.setting_set("enable_parallax_occlusion", fields["cb_parallax"])
end
+ if fields["cb_generate_normalmaps"] then
+ engine.setting_set("generate_normalmaps", fields["cb_generate_normalmaps"])
+ end
if fields["cb_waving_water"] then
engine.setting_set("enable_waving_water", fields["cb_waving_water"])
end
.. dump(engine.setting_getbool("enable_shaders")) .. "]"..
"button[1,4.5;2.25,0.5;btn_change_keys;".. fgettext("Change keys") .. "]"
-if engine.setting_getbool("enable_shaders") then
- tab_string = tab_string ..
+ if engine.setting_getbool("enable_shaders") then
+ tab_string = tab_string ..
"checkbox[8,0.5;cb_bumpmapping;".. fgettext("Bumpmapping") .. ";"
.. dump(engine.setting_getbool("enable_bumpmapping")) .. "]"..
"checkbox[8,1.0;cb_parallax;".. fgettext("Parallax Occlusion") .. ";"
.. dump(engine.setting_getbool("enable_parallax_occlusion")) .. "]"..
- "checkbox[8,1.5;cb_waving_water;".. fgettext("Waving Water") .. ";"
+ "checkbox[8,1.5;cb_generate_normalmaps;".. fgettext("Generate Normalmaps") .. ";"
+ .. dump(engine.setting_getbool("generate_normalmaps")) .. "]"..
+ "checkbox[8,2.0;cb_waving_water;".. fgettext("Waving Water") .. ";"
.. dump(engine.setting_getbool("enable_waving_water")) .. "]"..
- "checkbox[8,2.0;cb_waving_leaves;".. fgettext("Waving Leaves") .. ";"
+ "checkbox[8,2.5;cb_waving_leaves;".. fgettext("Waving Leaves") .. ";"
.. dump(engine.setting_getbool("enable_waving_leaves")) .. "]"..
- "checkbox[8,2.5;cb_waving_plants;".. fgettext("Waving Plants") .. ";"
+ "checkbox[8,3.0;cb_waving_plants;".. fgettext("Waving Plants") .. ";"
.. dump(engine.setting_getbool("enable_waving_plants")) .. "]"
-else
- tab_string = tab_string ..
+ else
+ tab_string = tab_string ..
"textlist[8.33,0.7;4,1;;#888888" .. fgettext("Bumpmapping") .. ";0;true]" ..
"textlist[8.33,1.2;4,1;;#888888" .. fgettext("Parallax Occlusion") .. ";0;true]" ..
- "textlist[8.33,1.7;4,1;;#888888" .. fgettext("Waving Water") .. ";0;true]" ..
- "textlist[8.33,2.2;4,1;;#888888" .. fgettext("Waving Leaves") .. ";0;true]" ..
- "textlist[8.33,2.7;4,1;;#888888" .. fgettext("Waving Plants") .. ";0;true]"
+ "textlist[8.33,1.7;4,1;;#888888" .. fgettext("Generate Normalmaps") .. ";0;true]" ..
+ "textlist[8.33,2.2;4,1;;#888888" .. fgettext("Waving Water") .. ";0;true]" ..
+ "textlist[8.33,2.7;4,1;;#888888" .. fgettext("Waving Leaves") .. ";0;true]" ..
+ "textlist[8.33,3.2;4,1;;#888888" .. fgettext("Waving Plants") .. ";0;true]"
end
-return tab_string
+ return tab_string
end
--------------------------------------------------------------------------------
-uniform sampler2D baseTexture;\r
-uniform sampler2D normalTexture;\r
-uniform sampler2D useNormalmap;\r
-\r
-uniform vec4 skyBgColor;\r
-uniform float fogDistance;\r
-uniform vec3 eyePosition;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 eyeVec;\r
-\r
-#ifdef ENABLE_PARALLAX_OCCLUSION\r
-varying vec3 tsEyeVec;\r
-#endif\r
-\r
-const float e = 2.718281828459;\r
-\r
-void main (void)\r
-{\r
- vec3 color;\r
- vec2 uv = gl_TexCoord[0].st;\r
-\r
-#ifdef USE_NORMALMAPS\r
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;\r
-#endif\r
-\r
-#ifdef ENABLE_PARALLAX_OCCLUSION\r
- float height;\r
- vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);\r
-\r
- if (use_normalmap > 0.0) {\r
- float map_height = texture2D(normalTexture, uv).a;\r
- if (map_height < 1.0){\r
- float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;\r
- uv = uv + height * tsEye;\r
- }\r
- }\r
-#endif\r
-\r
-#ifdef ENABLE_BUMPMAPPING\r
- if (use_normalmap > 0.0) {\r
- vec3 base = texture2D(baseTexture, uv).rgb;\r
- vec3 vVec = normalize(eyeVec);\r
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
- vec3 R = reflect(-vVec, bump);\r
- vec3 lVec = normalize(vVec);\r
- float diffuse = max(dot(lVec, bump), 0.0);\r
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
- color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;\r
- } else {\r
- color = texture2D(baseTexture, uv).rgb;\r
- }\r
-#else\r
- color = texture2D(baseTexture, uv).rgb;\r
-#endif\r
-\r
- float alpha = texture2D(baseTexture, uv).a;\r
- vec4 col = vec4(color.r, color.g, color.b, alpha);\r
- col *= gl_Color;\r
- col = col * col; // SRGB -> Linear\r
- col *= 1.8;\r
- col.r = 1.0 - exp(1.0 - col.r) / e;\r
- col.g = 1.0 - exp(1.0 - col.g) / e;\r
- col.b = 1.0 - exp(1.0 - col.b) / e;\r
- col = sqrt(col); // Linear -> SRGB\r
- if(fogDistance != 0.0){\r
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
- col = mix(col, skyBgColor, d);\r
- }\r
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);\r
-}\r
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+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;
+
+const float e = 2.718281828459;
+
+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;
+
+#ifdef USE_NORMALMAPS
+ if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
+ normalTexturePresent = true;
+ }
+#endif
+
+#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
+
+#ifdef GENERATE_NORMALMAPS
+ if (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;
+ }
+#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),0.5);
+ float diffuse = dot(E,bump.xyz);
+ color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
+ } else {
+ color = base.rgb;
+ }
+#else
+ color = base.rgb;
+#endif
+
+ vec4 col = vec4(color.rgb, base.a);
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / e;
+ col.g = 1.0 - exp(1.0 - col.g) / e;
+ col.b = 1.0 - exp(1.0 - col.b) / e;
+ col = sqrt(col); // Linear -> SRGB
+ col *= gl_Color;
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ col = mix(col, skyBgColor, d);
+ }
+ gl_FragColor = vec4(col.rgb, base.a);
+}
uniform mat4 mWorldViewProj;\r
uniform mat4 mInvWorld;\r
uniform mat4 mTransWorld;\r
+uniform mat4 mWorld;\r
+\r
uniform float dayNightRatio;\r
\r
uniform vec3 eyePosition;\r
\r
varying vec3 vPosition;\r
+varying vec3 worldPosition;\r
+\r
varying vec3 eyeVec;\r
+varying vec3 lightVec;\r
\r
-#ifdef ENABLE_PARALLAX_OCCLUSION\r
varying vec3 tsEyeVec;\r
-#endif\r
+varying vec3 tsLightVec;\r
+\r
+const float BS = 10.0;\r
\r
void main(void)\r
{\r
+ gl_TexCoord[0] = gl_MultiTexCoord0;\r
gl_Position = mWorldViewProj * gl_Vertex;\r
- vPosition = (mWorldViewProj * gl_Vertex).xyz;\r
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
+ vPosition = gl_Position.xyz;\r
+ worldPosition = (mWorld * gl_Vertex).xyz;\r
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);\r
\r
-#ifdef ENABLE_PARALLAX_OCCLUSION\r
- vec3 normal,tangent,binormal;\r
+ vec3 normal, tangent, binormal;\r
normal = normalize(gl_NormalMatrix * gl_Normal);\r
-\r
if (gl_Normal.x > 0.5) {\r
// 1.0, 0.0, 0.0\r
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));\r
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));\r
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));\r
}\r
-\r
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,\r
tangent.y, binormal.y, normal.y,\r
tangent.z, binormal.z, normal.z);\r
\r
- tsEyeVec = normalize(eyeVec * tbnMatrix);\r
-#endif\r
+ lightVec = sunPosition - worldPosition;\r
+ tsLightVec = lightVec * tbnMatrix;\r
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
+ tsEyeVec = eyeVec * tbnMatrix;\r
\r
vec4 color;\r
- //color = vec4(1.0, 1.0, 1.0, 1.0);\r
-\r
float day = gl_Color.r;\r
float night = gl_Color.g;\r
float light_source = gl_Color.b;\r
\r
- /*color.r = mix(night, day, dayNightRatio);\r
- color.g = color.r;\r
- color.b = color.r;*/\r
-\r
float rg = mix(night, day, dayNightRatio);\r
rg += light_source * 2.5; // Make light sources brighter\r
float b = rg;\r
color = color * color; // SRGB -> Linear\r
if(gl_Normal.y <= 0.5)\r
color *= 0.6;\r
- //color *= 0.7;\r
color = sqrt(color); // Linear -> SRGB\r
-\r
color.a = gl_Color.a;\r
\r
gl_FrontColor = gl_BackColor = color;\r
-\r
- gl_TexCoord[0] = gl_MultiTexCoord0;\r
-\r
}\r
-uniform sampler2D baseTexture;\r
-uniform sampler2D normalTexture;\r
-uniform sampler2D useNormalmap;\r
-\r
-uniform vec4 skyBgColor;\r
-uniform float fogDistance;\r
-uniform vec3 eyePosition;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 eyeVec;\r
-\r
-const float e = 2.718281828459;\r
-\r
-void main (void)\r
-{\r
- vec3 color;\r
- vec2 uv = gl_TexCoord[0].st;\r
-\r
-#ifdef USE_NORMALMAPS\r
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;\r
-#endif\r
-\r
-#ifdef ENABLE_BUMPMAPPING\r
- if (use_normalmap > 0.0) {\r
- vec3 base = texture2D(baseTexture, uv).rgb;\r
- vec3 vVec = normalize(eyeVec);\r
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
- vec3 R = reflect(-vVec, bump);\r
- vec3 lVec = normalize(vVec);\r
- float diffuse = max(dot(lVec, bump), 0.0);\r
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
- color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;\r
- } else {\r
- color = texture2D(baseTexture, uv).rgb;\r
- }\r
-#else\r
- color = texture2D(baseTexture, uv).rgb;\r
-#endif\r
-\r
- float alpha = texture2D(baseTexture, uv).a;\r
- vec4 col = vec4(color.r, color.g, color.b, alpha);\r
- col *= gl_Color;\r
- col = col * col; // SRGB -> Linear\r
- col *= 1.8;\r
- col.r = 1.0 - exp(1.0 - col.r) / e;\r
- col.g = 1.0 - exp(1.0 - col.g) / e;\r
- col.b = 1.0 - exp(1.0 - col.b) / e;\r
- col = sqrt(col); // Linear -> SRGB\r
- if(fogDistance != 0.0){\r
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
- col = mix(col, skyBgColor, d);\r
- }\r
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);\r
-}\r
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 worldPosition;
+
+varying vec3 eyeVec;
+varying vec3 lightVec;
+
+bool normalTexturePresent = false;
+
+const float e = 2.718281828459;
+
+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;
+
+#ifdef USE_NORMALMAPS
+ if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
+ normalTexturePresent = true;
+ }
+#endif
+
+#ifdef USE_NORMALMAPS
+ if (normalTexturePresent){
+ bump = get_normal_map(uv);
+ use_normalmap = true;
+ }
+#endif
+
+#ifdef GENERATE_NORMALMAPS
+ if (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;
+ }
+#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),0.5);
+ float diffuse = dot(E,bump.xyz);
+ color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
+ } else {
+ color = base.rgb;
+ }
+#else
+ color = base.rgb;
+#endif
+
+ vec4 col = vec4(color.rgb, base.a);
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / e;
+ col.g = 1.0 - exp(1.0 - col.g) / e;
+ col.b = 1.0 - exp(1.0 - col.b) / e;
+ col = sqrt(col); // Linear -> SRGB
+ col *= gl_Color;
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ col = mix(col, skyBgColor, d);
+ }
+ gl_FragColor = vec4(col.rgb, base.a);
+}
uniform mat4 mWorldViewProj;\r
uniform mat4 mInvWorld;\r
uniform mat4 mTransWorld;\r
+uniform mat4 mWorld;\r
+\r
uniform float dayNightRatio;\r
uniform float animationTimer;\r
\r
uniform vec3 eyePosition;\r
\r
varying vec3 vPosition;\r
+varying vec3 worldPosition;\r
+\r
varying vec3 eyeVec;\r
+varying vec3 lightVec;\r
+\r
+const float BS = 10.0;\r
\r
#ifdef ENABLE_WAVING_LEAVES\r
float smoothCurve( float x ) {\r
\r
#ifdef ENABLE_WAVING_LEAVES\r
vec4 pos = gl_Vertex;\r
- vec4 pos2 = mTransWorld*gl_Vertex;\r
+ vec4 pos2 = mWorld*gl_Vertex;\r
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;\r
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;\r
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;\r
gl_Position = mWorldViewProj * gl_Vertex;\r
#endif\r
\r
- vPosition = (mWorldViewProj * gl_Vertex).xyz;\r
+ vPosition = gl_Position.xyz;\r
+ worldPosition = (mWorld * gl_Vertex).xyz;\r
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);\r
\r
+ lightVec = sunPosition - worldPosition;\r
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
-\r
+ \r
vec4 color;\r
//color = vec4(1.0, 1.0, 1.0, 1.0);\r
\r
color = color * color; // SRGB -> Linear\r
if(gl_Normal.y <= 0.5)\r
color *= 0.6;\r
- //color *= 0.7;\r
color = sqrt(color); // Linear -> SRGB\r
-\r
color.a = gl_Color.a;\r
\r
gl_FrontColor = gl_BackColor = color;\r
-\r
- gl_TexCoord[0] = gl_MultiTexCoord0;\r
-\r
}\r
-uniform sampler2D baseTexture;\r
-uniform sampler2D normalTexture;\r
-uniform sampler2D useNormalmap;\r
-\r
-uniform vec4 skyBgColor;\r
-uniform float fogDistance;\r
-uniform vec3 eyePosition;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 eyeVec;\r
-\r
-const float e = 2.718281828459;\r
-\r
-void main (void)\r
-{\r
- vec3 color;\r
- vec2 uv = gl_TexCoord[0].st;\r
-\r
-#ifdef USE_NORMALMAPS\r
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;\r
-#endif\r
-\r
-#ifdef ENABLE_BUMPMAPPING\r
- if (use_normalmap > 0.0) {\r
- vec3 base = texture2D(baseTexture, uv).rgb;\r
- vec3 vVec = normalize(eyeVec);\r
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
- vec3 R = reflect(-vVec, bump);\r
- vec3 lVec = normalize(vVec);\r
- float diffuse = max(dot(vec3(-1.0, -0.4, 0.5), bump), 0.0);\r
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
- color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;\r
- } else {\r
- color = texture2D(baseTexture, uv).rgb;\r
- }\r
-#else\r
- color = texture2D(baseTexture, uv).rgb;\r
-#endif\r
-\r
- float alpha = gl_Color.a;\r
- vec4 col = vec4(color.r, color.g, color.b, alpha);\r
- col *= gl_Color;\r
- col = col * col; // SRGB -> Linear\r
- col *= 1.8;\r
- col.r = 1.0 - exp(1.0 - col.r) / e;\r
- col.g = 1.0 - exp(1.0 - col.g) / e;\r
- col.b = 1.0 - exp(1.0 - col.b) / e;\r
- col = sqrt(col); // Linear -> SRGB\r
- if(fogDistance != 0.0){\r
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
- alpha = mix(alpha, 0.0, d);\r
- }\r
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);\r
-}\r
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+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;
+
+const float e = 2.718281828459;
+
+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;
+
+#ifdef USE_NORMALMAPS
+ if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
+ bump = get_normal_map(uv);
+ use_normalmap = true;
+ }
+#endif
+
+#ifdef GENERATE_NORMALMAPS
+ if (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;
+ }
+#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),0.5);
+ float diffuse = dot(E,bump.xyz);
+ color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
+ } else {
+ color = base.rgb;
+ }
+#else
+ color = base.rgb;
+#endif
+
+ float alpha = gl_Color.a;
+ vec4 col = vec4(color.rgb, alpha);
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / e;
+ col.g = 1.0 - exp(1.0 - col.g) / e;
+ col.b = 1.0 - exp(1.0 - col.b) / e;
+ col = sqrt(col); // Linear -> SRGB
+ col *= gl_Color;
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ alpha = mix(alpha, 0.0, d);
+ }
+ gl_FragColor = vec4(color.rgb, alpha);
+}
uniform mat4 mWorldViewProj;\r
uniform mat4 mInvWorld;\r
uniform mat4 mTransWorld;\r
+uniform mat4 mWorld;\r
+\r
uniform float dayNightRatio;\r
uniform float animationTimer;\r
\r
uniform vec3 eyePosition;\r
\r
varying vec3 vPosition;\r
+varying vec3 worldPosition;\r
+\r
varying vec3 eyeVec;\r
+varying vec3 lightVec;\r
+\r
+varying vec3 tsEyeVec;\r
+varying vec3 tsLightVec;\r
+\r
+const float BS = 10.0;\r
\r
void main(void)\r
{\r
+ gl_TexCoord[0] = gl_MultiTexCoord0; \r
+\r
#ifdef ENABLE_WAVING_WATER\r
vec4 pos2 = gl_Vertex;\r
pos2.y -= 2.0;\r
pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT\r
+ sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;\r
gl_Position = mWorldViewProj * pos2;\r
+ vPosition = gl_Position.xyz;\r
#else\r
gl_Position = mWorldViewProj * gl_Vertex;\r
+ vPosition = gl_Position.xyz;\r
#endif\r
\r
+ worldPosition = (mWorld * gl_Vertex).xyz;\r
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);\r
+\r
+ vec3 normal, tangent, binormal;\r
+ normal = normalize(gl_NormalMatrix * gl_Normal);\r
+ if (gl_Normal.x > 0.5) {\r
+ // 1.0, 0.0, 0.0\r
+ tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));\r
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));\r
+ } else if (gl_Normal.x < -0.5) {\r
+ // -1.0, 0.0, 0.0\r
+ tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));\r
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));\r
+ } else if (gl_Normal.y > 0.5) {\r
+ // 0.0, 1.0, 0.0\r
+ tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));\r
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));\r
+ } else if (gl_Normal.y < -0.5) {\r
+ // 0.0, -1.0, 0.0\r
+ tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));\r
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));\r
+ } else if (gl_Normal.z > 0.5) {\r
+ // 0.0, 0.0, 1.0\r
+ tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));\r
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));\r
+ } else if (gl_Normal.z < -0.5) {\r
+ // 0.0, 0.0, -1.0\r
+ tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));\r
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));\r
+ }\r
+ mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,\r
+ tangent.y, binormal.y, normal.y,\r
+ tangent.z, binormal.z, normal.z);\r
+\r
+ lightVec = sunPosition - worldPosition;\r
+ tsLightVec = lightVec * tbnMatrix;\r
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
- vPosition = (mWorldViewProj * gl_Vertex).xyz;\r
+ tsEyeVec = eyeVec * tbnMatrix;\r
\r
vec4 color;\r
- //color = vec4(1.0, 1.0, 1.0, 1.0);\r
-\r
float day = gl_Color.r;\r
float night = gl_Color.g;\r
float light_source = gl_Color.b;\r
\r
- /*color.r = mix(night, day, dayNightRatio);\r
- color.g = color.r;\r
- color.b = color.r;*/\r
-\r
float rg = mix(night, day, dayNightRatio);\r
rg += light_source * 2.5; // Make light sources brighter\r
float b = rg;\r
color.r = clamp(rg,0.0,1.0);\r
color.g = clamp(rg,0.0,1.0);\r
color.b = clamp(b,0.0,1.0);\r
+\r
+ // Make sides and bottom darker than the top\r
+ color = color * color; // SRGB -> Linear\r
+ if(gl_Normal.y <= 0.5)\r
+ color *= 0.6;\r
+ color = sqrt(color); // Linear -> SRGB\r
color.a = gl_Color.a;\r
\r
gl_FrontColor = gl_BackColor = color;\r
-\r
- gl_TexCoord[0] = gl_MultiTexCoord0;\r
-\r
}\r
-uniform sampler2D baseTexture;\r
-uniform sampler2D normalTexture;\r
-uniform sampler2D useNormalmap;\r
-\r
-uniform vec4 skyBgColor;\r
-uniform float fogDistance;\r
-uniform vec3 eyePosition;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 eyeVec;\r
-\r
-const float e = 2.718281828459;\r
-\r
-void main (void)\r
-{\r
- vec3 color;\r
- vec2 uv = gl_TexCoord[0].st;\r
-\r
-#ifdef USE_NORMALMAPS\r
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;\r
-#endif\r
-\r
-#ifdef ENABLE_BUMPMAPPING\r
- if (use_normalmap > 0.0) {\r
- vec3 base = texture2D(baseTexture, uv).rgb;\r
- vec3 vVec = normalize(eyeVec);\r
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
- vec3 R = reflect(-vVec, bump);\r
- vec3 lVec = normalize(vVec);\r
- float diffuse = max(dot(lVec, bump), 0.0);\r
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
- color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;\r
- } else {\r
- color = texture2D(baseTexture, uv).rgb;\r
- }\r
-#else\r
- color = texture2D(baseTexture, uv).rgb;\r
-#endif\r
-\r
- float alpha = texture2D(baseTexture, uv).a;\r
- vec4 col = vec4(color.r, color.g, color.b, alpha);\r
- col *= gl_Color;\r
- col = col * col; // SRGB -> Linear\r
- col *= 1.8;\r
- col.r = 1.0 - exp(1.0 - col.r) / e;\r
- col.g = 1.0 - exp(1.0 - col.g) / e;\r
- col.b = 1.0 - exp(1.0 - col.b) / e;\r
- col = sqrt(col); // Linear -> SRGB\r
- if(fogDistance != 0.0){\r
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
- col = mix(col, skyBgColor, d);\r
- }\r
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);\r
-}\r
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 worldPosition;
+
+varying vec3 eyeVec;
+varying vec3 lightVec;
+
+bool normalTexturePresent = false;
+
+const float e = 2.718281828459;
+
+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;
+
+#ifdef USE_NORMALMAPS
+ if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
+ bump = get_normal_map(uv);
+ use_normalmap = true;
+ }
+#endif
+
+#ifdef GENERATE_NORMALMAPS
+ if (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;
+ }
+#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),0.5);
+ float diffuse = dot(E,bump.xyz);
+ color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
+ } else {
+ color = base.rgb;
+ }
+#else
+ color = base.rgb;
+#endif
+
+ vec4 col = vec4(color.rgb, base.a);
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / e;
+ col.g = 1.0 - exp(1.0 - col.g) / e;
+ col.b = 1.0 - exp(1.0 - col.b) / e;
+ col = sqrt(col); // Linear -> SRGB
+ col *= gl_Color;
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ col = mix(col, skyBgColor, d);
+ }
+ gl_FragColor = vec4(col.rgb, base.a);
+}
uniform mat4 mWorldViewProj;\r
uniform mat4 mInvWorld;\r
uniform mat4 mTransWorld;\r
+uniform mat4 mWorld;\r
+\r
uniform float dayNightRatio;\r
uniform float animationTimer;\r
\r
uniform vec3 eyePosition;\r
\r
varying vec3 vPosition;\r
+varying vec3 worldPosition;\r
+\r
varying vec3 eyeVec;\r
+varying vec3 lightVec;\r
+\r
+const float BS = 10.0;\r
\r
#ifdef ENABLE_WAVING_PLANTS\r
float smoothCurve( float x ) {\r
\r
void main(void)\r
{\r
-\r
gl_TexCoord[0] = gl_MultiTexCoord0;\r
\r
#ifdef ENABLE_WAVING_PLANTS\r
vec4 pos = gl_Vertex;\r
- vec4 pos2 = mTransWorld * gl_Vertex;\r
+ vec4 pos2 = mWorld * gl_Vertex;\r
if (gl_TexCoord[0].y < 0.05) {\r
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;\r
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;\r
gl_Position = mWorldViewProj * gl_Vertex;\r
#endif\r
\r
- vPosition = (mWorldViewProj * gl_Vertex).xyz;\r
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
+ vPosition = gl_Position.xyz;\r
+ worldPosition = (mWorld * gl_Vertex).xyz;\r
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);\r
\r
+ lightVec = sunPosition - worldPosition;\r
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
+ \r
vec4 color;\r
//color = vec4(1.0, 1.0, 1.0, 1.0);\r
\r
color = color * color; // SRGB -> Linear\r
if(gl_Normal.y <= 0.5)\r
color *= 0.6;\r
- //color *= 0.7;\r
color = sqrt(color); // Linear -> SRGB\r
-\r
color.a = gl_Color.a;\r
\r
gl_FrontColor = gl_BackColor = color;\r
-\r
}\r
-uniform sampler2D baseTexture;\r
-uniform sampler2D normalTexture;\r
-uniform sampler2D useNormalmap;\r
-\r
-uniform vec4 skyBgColor;\r
-uniform float fogDistance;\r
-uniform vec3 eyePosition;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 eyeVec;\r
-\r
-#ifdef ENABLE_PARALLAX_OCCLUSION\r
-varying vec3 tsEyeVec;\r
-#endif\r
-\r
-const float e = 2.718281828459;\r
-\r
-void main (void)\r
-{\r
- vec3 color;\r
- vec2 uv = gl_TexCoord[0].st;\r
-\r
-#ifdef USE_NORMALMAPS\r
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;\r
-#endif\r
-\r
-#ifdef ENABLE_PARALLAX_OCCLUSION\r
- float height;\r
- vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);\r
-\r
- if (use_normalmap > 0.0) {\r
- float map_height = texture2D(normalTexture, uv).a;\r
- if (map_height < 1.0){\r
- float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;\r
- uv = uv + height * tsEye;\r
- }\r
- }\r
-#endif\r
-\r
-/* Steep parallax code, for future use\r
- if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {\r
- const float numSteps = 40.0;\r
- float height = 1.0;\r
- float step = 1.0 / numSteps;\r
- vec4 NB = texture2D(normalTexture, uv);\r
- vec2 delta = tsEye * parallaxMappingScale / numSteps;\r
- for (float i = 0.0; i < numSteps; i++) {\r
- if (NB.a < height) {\r
- height -= step;\r
- uv += delta;\r
- NB = texture2D(normalTexture, uv);\r
- } else {\r
- break;\r
- }\r
- }\r
- }\r
-*/\r
-\r
-#ifdef ENABLE_BUMPMAPPING\r
- if (use_normalmap > 0.0) {\r
- vec3 base = texture2D(baseTexture, uv).rgb;\r
- vec3 vVec = normalize(eyeVec);\r
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
- vec3 R = reflect(-vVec, bump);\r
- vec3 lVec = normalize(vVec);\r
- float diffuse = max(dot(lVec, bump), 0.0);\r
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
- color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;\r
- } else {\r
- color = texture2D(baseTexture, uv).rgb;\r
- }\r
-#else\r
- color = texture2D(baseTexture, uv).rgb;\r
-#endif\r
-\r
- float alpha = texture2D(baseTexture, uv).a;\r
- vec4 col = vec4(color.r, color.g, color.b, alpha);\r
- col *= gl_Color;\r
- col = col * col; // SRGB -> Linear\r
- col *= 1.8;\r
- col.r = 1.0 - exp(1.0 - col.r) / e;\r
- col.g = 1.0 - exp(1.0 - col.g) / e;\r
- col.b = 1.0 - exp(1.0 - col.b) / e;\r
- col = sqrt(col); // Linear -> SRGB\r
- if(fogDistance != 0.0){\r
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
- col = mix(col, skyBgColor, d);\r
- }\r
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);\r
-}\r
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+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;
+
+const float e = 2.718281828459;
+
+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;
+
+#ifdef USE_NORMALMAPS
+ if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
+ normalTexturePresent = true;
+ }
+#endif
+
+#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
+
+#ifdef GENERATE_NORMALMAPS
+ if (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;
+ }
+#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),0.5);
+ float diffuse = dot(E,bump.xyz);
+ color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
+ } else {
+ color = base.rgb;
+ }
+#else
+ color = base.rgb;
+#endif
+
+ vec4 col = vec4(color.rgb, base.a);
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / e;
+ col.g = 1.0 - exp(1.0 - col.g) / e;
+ col.b = 1.0 - exp(1.0 - col.b) / e;
+ col = sqrt(col); // Linear -> SRGB
+ col *= gl_Color;
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ col = mix(col, skyBgColor, d);
+ }
+ gl_FragColor = vec4(col.rgb, base.a);
+}
uniform mat4 mWorldViewProj;\r
uniform mat4 mInvWorld;\r
uniform mat4 mTransWorld;\r
+uniform mat4 mWorld;\r
+\r
uniform float dayNightRatio;\r
\r
uniform vec3 eyePosition;\r
\r
varying vec3 vPosition;\r
+varying vec3 worldPosition;\r
+\r
varying vec3 eyeVec;\r
+varying vec3 lightVec;\r
\r
-#ifdef ENABLE_PARALLAX_OCCLUSION\r
varying vec3 tsEyeVec;\r
-#endif\r
+varying vec3 tsLightVec;\r
+\r
+const float BS = 10.0;\r
\r
void main(void)\r
{\r
+ gl_TexCoord[0] = gl_MultiTexCoord0;\r
gl_Position = mWorldViewProj * gl_Vertex;\r
- vPosition = (mWorldViewProj * gl_Vertex).xyz;\r
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
+ vPosition = gl_Position.xyz;\r
+ worldPosition = (mWorld * gl_Vertex).xyz;\r
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);\r
\r
-#ifdef ENABLE_PARALLAX_OCCLUSION\r
- vec3 normal,tangent,binormal;\r
+ vec3 normal, tangent, binormal;\r
normal = normalize(gl_NormalMatrix * gl_Normal);\r
-\r
if (gl_Normal.x > 0.5) {\r
// 1.0, 0.0, 0.0\r
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));\r
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));\r
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));\r
}\r
-\r
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,\r
tangent.y, binormal.y, normal.y,\r
tangent.z, binormal.z, normal.z);\r
\r
- tsEyeVec = normalize(eyeVec * tbnMatrix);\r
-#endif\r
+ lightVec = sunPosition - worldPosition;\r
+ tsLightVec = lightVec * tbnMatrix;\r
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
+ tsEyeVec = eyeVec * tbnMatrix;\r
\r
vec4 color;\r
- //color = vec4(1.0, 1.0, 1.0, 1.0);\r
-\r
float day = gl_Color.r;\r
float night = gl_Color.g;\r
float light_source = gl_Color.b;\r
\r
- /*color.r = mix(night, day, dayNightRatio);\r
- color.g = color.r;\r
- color.b = color.r;*/\r
-\r
float rg = mix(night, day, dayNightRatio);\r
rg += light_source * 2.5; // Make light sources brighter\r
float b = rg;\r
color = color * color; // SRGB -> Linear\r
if(gl_Normal.y <= 0.5)\r
color *= 0.6;\r
- //color *= 0.7;\r
color = sqrt(color); // Linear -> SRGB\r
-\r
color.a = gl_Color.a;\r
\r
gl_FrontColor = gl_BackColor = color;\r
-\r
- gl_TexCoord[0] = gl_MultiTexCoord0;\r
-\r
}\r
# Set to true to enable textures bumpmapping. Requires shaders enabled.
#enable_bumpmapping = false
# Set to true enables parallax occlusion mapping. Requires shaders enabled.
+#generate_normalmaps = false
+# Set to true enables on the fly normalmap generation (Emboss effect).
+# Requires bumpmapping enabled.
+#normalmaps_strength = 0.6
+# Strength of generated normalmaps
+#normalmaps_smooth = 1
+# Defines sampling step of texture (0 - 2)
+# Higher the value normal maps will be smoother
#enable_parallax_occlusion = false
# Scale of parallax occlusion effect
#parallax_occlusion_scale = 0.08
settings->setDefault("preload_item_visuals", "true");
settings->setDefault("enable_bumpmapping", "false");
settings->setDefault("enable_parallax_occlusion", "false");
- settings->setDefault("parallax_occlusion_scale", "0.08");
- settings->setDefault("parallax_occlusion_bias", "0.04");
+ settings->setDefault("generate_normalmaps", "false");
+ settings->setDefault("normalmaps_strength", "0.6");
+ settings->setDefault("normalmaps_smooth", "1");
+ settings->setDefault("parallax_occlusion_scale", "0.06");
+ settings->setDefault("parallax_occlusion_bias", "0.03");
settings->setDefault("enable_waving_water", "false");
settings->setDefault("water_wave_height", "1.0");
settings->setDefault("water_wave_length", "20.0");
services->setPixelShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
services->setVertexShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
- // Normal map texture layer
+ // Uniform sampler layers
+ int layer0 = 0;
int layer1 = 1;
int layer2 = 2;
// before 1.8 there isn't a "integer interface", only float
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
+ services->setPixelShaderConstant("baseTexture" , (irr::f32*)&layer0, 1);
services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer1, 1);
services->setPixelShaderConstant("useNormalmap" , (irr::f32*)&layer2, 1);
#else
+ services->setPixelShaderConstant("baseTexture" , (irr::s32*)&layer0, 1);
services->setPixelShaderConstant("normalTexture" , (irr::s32*)&layer1, 1);
services->setPixelShaderConstant("useNormalmap" , (irr::s32*)&layer2, 1);
#endif
ITextureSource *tsrc = data->m_gamedef->tsrc();
material.setTexture(2, tsrc->getTexture("disable_img.png"));
if (enable_bumpmapping || enable_parallax_occlusion) {
- std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
- std::string normal_ext = "_normal.png";
- size_t pos = fname_base.find(".");
- std::string fname_normal = fname_base.substr(0, pos) + normal_ext;
-
- if (tsrc->isKnownSourceImage(fname_normal)) {
- // look for image extension and replace it
- size_t i = 0;
- while ((i = fname_base.find(".", i)) != std::string::npos) {
- fname_base.replace(i, 4, normal_ext);
- i += normal_ext.length();
- }
- material.setTexture(1, tsrc->getTexture(fname_base));
+ if (tsrc->isKnownSourceImage("override_normal.png")){
+ material.setTexture(1, tsrc->getTexture("override_normal.png"));
material.setTexture(2, tsrc->getTexture("enable_img.png"));
+ } else {
+ std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
+ std::string normal_ext = "_normal.png";
+ size_t pos = fname_base.find(".");
+ std::string fname_normal = fname_base.substr(0, pos) + normal_ext;
+
+ if (tsrc->isKnownSourceImage(fname_normal)) {
+ // look for image extension and replace it
+ size_t i = 0;
+ while ((i = fname_base.find(".", i)) != std::string::npos) {
+ fname_base.replace(i, 4, normal_ext);
+ i += normal_ext.length();
+ }
+ material.setTexture(1, tsrc->getTexture(fname_base));
+ material.setTexture(2, tsrc->getTexture("enable_img.png"));
+ }
}
}
p.tile.applyMaterialOptionsWithShaders(material,
buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion))
{
- std::string fname_base,fname_normal;
- fname_base = tsrc->getTextureName(tile.texture_id);
- unsigned pos;
- pos = fname_base.find(".");
- fname_normal = fname_base.substr (0, pos);
- fname_normal += "_normal.png";
- if (tsrc->isKnownSourceImage(fname_normal)){
- os.str("");
- os<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
- buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
+ if (tsrc->isKnownSourceImage("override_normal.png")){
+ buf->getMaterial().setTexture(1, tsrc->getTexture("override_normal.png"));
buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
+ } else {
+ std::string fname_base,fname_normal;
+ fname_base = tsrc->getTextureName(tile.texture_id);
+ unsigned pos;
+ pos = fname_base.find(".");
+ fname_normal = fname_base.substr (0, pos);
+ fname_normal += "_normal.png";
+ if (tsrc->isKnownSourceImage(fname_normal)){
+ os.str("");
+ os<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
+ buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
+ buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
+ }
}
}
}
services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
// set transposed world matrix
+ core::matrix4 transWorld = driver->getTransform(video::ETS_WORLD);
+ transWorld = transWorld.getTransposed();
+ if(is_highlevel)
+ services->setVertexShaderConstant("mTransWorld", transWorld.pointer(), 16);
+ else
+ services->setVertexShaderConstant(transWorld.pointer(), 8, 4);
+
+ // set world matrix
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
- world = world.getTransposed();
if(is_highlevel)
- services->setVertexShaderConstant("mTransWorld", world.pointer(), 16);
+ services->setVertexShaderConstant("mWorld", world.pointer(), 16);
else
services->setVertexShaderConstant(world.pointer(), 8, 4);
+
}
private:
// Create shaders header
std::string shaders_header = "#version 120\n";
-
+
+ if (g_settings->getBool("generate_normalmaps")){
+ shaders_header += "#define GENERATE_NORMALMAPS\n";
+ shaders_header += "#define NORMALMAPS_STRENGTH ";
+ shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
+ shaders_header += "\n";
+ float sample_step;
+ int smooth = (int)g_settings->getFloat("normalmaps_smooth");
+ switch (smooth){
+ case 0:
+ sample_step = 0.0078125; // 1.0 / 128.0
+ break;
+ case 1:
+ sample_step = 0.00390625; // 1.0 / 256.0
+ break;
+ case 2:
+ sample_step = 0.001953125; // 1.0 / 512.0
+ break;
+ default:
+ sample_step = 0.0078125;
+ break;
+ }
+ shaders_header += "#define SAMPLE_STEP ";
+ shaders_header += ftos(sample_step);
+ shaders_header += "\n";
+ }
+
if (g_settings->getBool("enable_bumpmapping"))
shaders_header += "#define ENABLE_BUMPMAPPING\n";
shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
shaders_header += "\n";
- }
+ }
if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
shaders_header += "#define USE_NORMALMAPS\n";