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Parallax mapping with slope information. Overriding normal maps.
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RealBadAngel
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Mar 21, 2014
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Original file line number | Diff line number | Diff line change |
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@@ -1,71 +1,110 @@ | ||
uniform sampler2D baseTexture; | ||
uniform sampler2D normalTexture; | ||
uniform sampler2D useNormalmap; | ||
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uniform vec4 skyBgColor; | ||
uniform float fogDistance; | ||
uniform vec3 eyePosition; | ||
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varying vec3 vPosition; | ||
varying vec3 eyeVec; | ||
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#ifdef ENABLE_PARALLAX_OCCLUSION | ||
varying vec3 tsEyeVec; | ||
#endif | ||
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const float e = 2.718281828459; | ||
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void main (void) | ||
{ | ||
vec3 color; | ||
vec2 uv = gl_TexCoord[0].st; | ||
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#ifdef USE_NORMALMAPS | ||
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; | ||
#endif | ||
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#ifdef ENABLE_PARALLAX_OCCLUSION | ||
float height; | ||
vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y); | ||
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if (use_normalmap > 0.0) { | ||
float map_height = texture2D(normalTexture, uv).a; | ||
if (map_height < 1.0){ | ||
float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS; | ||
uv = uv + height * tsEye; | ||
} | ||
} | ||
#endif | ||
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#ifdef ENABLE_BUMPMAPPING | ||
if (use_normalmap > 0.0) { | ||
vec3 base = texture2D(baseTexture, uv).rgb; | ||
vec3 vVec = normalize(eyeVec); | ||
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); | ||
vec3 R = reflect(-vVec, bump); | ||
vec3 lVec = normalize(vVec); | ||
float diffuse = max(dot(lVec, bump), 0.0); | ||
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); | ||
color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse; | ||
} else { | ||
color = texture2D(baseTexture, uv).rgb; | ||
} | ||
#else | ||
color = texture2D(baseTexture, uv).rgb; | ||
#endif | ||
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float alpha = texture2D(baseTexture, uv).a; | ||
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; | ||
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 | ||
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); | ||
} | ||
uniform sampler2D baseTexture; | ||
uniform sampler2D normalTexture; | ||
uniform sampler2D useNormalmap; | ||
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uniform vec4 skyBgColor; | ||
uniform float fogDistance; | ||
uniform vec3 eyePosition; | ||
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varying vec3 vPosition; | ||
varying vec3 worldPosition; | ||
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varying vec3 eyeVec; | ||
varying vec3 tsEyeVec; | ||
varying vec3 lightVec; | ||
varying vec3 tsLightVec; | ||
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bool normalTexturePresent = false; | ||
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const float e = 2.718281828459; | ||
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float intensity (vec3 color){ | ||
return (color.r + color.g + color.b) / 3.0; | ||
} | ||
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float get_rgb_height (vec2 uv){ | ||
return intensity(texture2D(baseTexture,uv).rgb); | ||
} | ||
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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; | ||
} | ||
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void main (void) | ||
{ | ||
vec3 color; | ||
vec4 bump; | ||
vec2 uv = gl_TexCoord[0].st; | ||
bool use_normalmap = false; | ||
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#ifdef USE_NORMALMAPS | ||
if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ | ||
normalTexturePresent = true; | ||
} | ||
#endif | ||
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#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 | ||
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#ifdef USE_NORMALMAPS | ||
if (normalTexturePresent){ | ||
bump = get_normal_map(uv); | ||
use_normalmap = true; | ||
} | ||
#endif | ||
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#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 | ||
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vec4 base = texture2D(baseTexture, uv).rgba; | ||
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#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 | ||
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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); | ||
} |
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