RealBadAngel 6b5f23003b Tweaks to parallax oclussion mapping.
Improved tangent calculations.
2013-11-07 04:18:36 +01:00

81 lines
2.3 KiB
GLSL

uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
uniform float enableBumpmapping;
uniform float parallaxMappingMode;
uniform float parallaxMappingScale;
uniform float parallaxMappingBias;
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 tsEyeVec;
varying vec3 eyeVec;
void main (void)
{
float use_normalmap = texelFetch(useNormalmap,ivec2(1,1),0).r;
float enable_bumpmapping = enableBumpmapping;
vec3 color;
vec2 uv = gl_TexCoord[0].st;
float height;
vec2 tsEye = -tsEyeVec.xy;
if ((parallaxMappingMode == 1.0) && (use_normalmap > 0.0)) {
float map_height = texture2D(normalTexture, uv).a;
float height = parallaxMappingScale * map_height - parallaxMappingBias;
uv = uv + height * tsEye;
}
if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
const float numSteps = 40.0;
float height = 1.0;
float step = 1.0 / numSteps;
vec4 NB = texture2D(normalTexture, uv);
vec2 delta = tsEye * parallaxMappingScale / numSteps;
for (float i = 0.0; i < numSteps; i++) {
if (NB.a < height) {
height -= step;
uv += delta;
NB = texture2D(normalTexture, uv);
} else {
break;
}
}
}
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
vec4 base = texture2D(baseTexture, uv);
vec3 vVec = normalize(tsEyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
vec3 R = reflect(-vVec, bump);
vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
float diffuse = max(dot(lVec, bump), 0.0);
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
color = diffuse * base + 0.1 * specular * diffuse;
} else {
color = texture2D(baseTexture, uv).rgb;
}
float alpha = texture2D(baseTexture, uv).a;
float e_const = 2.71828;
vec4 col = vec4(color.r, color.g, color.b, alpha);
col *= gl_Color;
col = col * col; // SRGB -> Linear
col *= 1.8;
col.r = 1.0 - exp(1.0 - col.r) / e_const;
col.g = 1.0 - exp(1.0 - col.g) / e_const;
col.b = 1.0 - exp(1.0 - col.b) / e_const;
col = sqrt(col); // Linear -> SRGB
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.r, col.g, col.b, alpha);
}