55 lines
1.3 KiB
Text
55 lines
1.3 KiB
Text
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!!ver 110
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!!permu FOG
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!!samps reflection=0 refraction=1 normalmap=2
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#include "sys/defs.h"
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varying vec2 tex_c;
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varying mat3 invsurface;
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varying vec4 tf_c;
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varying vec3 eyeminusvertex;
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#ifdef VERTEX_SHADER
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void main ()
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{
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invsurface[0] = v_svector;
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invsurface[1] = v_tvector;
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invsurface[2] = v_normal;
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eyeminusvertex = e_eyepos - v_position.xyz;
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tf_c = ftetransform();
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tf_c.z += 0.1; /* hack to get rid of refraction artifacts */
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tex_c = v_texcoord;
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gl_Position = tf_c;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#include "sys/fog.h"
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void main ( void )
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{
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float fres;
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vec2 refl_c;
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vec3 refl_f;
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vec3 refr_f;
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vec3 norm_f;
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vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 );
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norm_f = ( texture2D( s_normalmap, tex_c + vec2( e_time * 0.01, 0.0 ) ).xyz);
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norm_f += ( texture2D( s_normalmap, tex_c - vec2( 0, e_time * 0.01 ) ).xyz);
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norm_f -= 1.0 - ( 4.0 / 256.0 );
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norm_f = normalize( norm_f );
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// Reflection/View coordinates
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refl_c = ( 1.0 + ( tf_c.xy / tf_c.w ) ) * 0.5;
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refl_c.t -= 1.5 * invsurface[2].z / 1080.0;
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refl_f = texture2D( s_reflection, refl_c ).rgb;
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refr_f = texture2D( s_refraction, refl_c + ( norm_f.st) ).rgb;
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fres = pow( 1.0 - abs( dot( norm_f, normalize( eyeminusvertex ) ) ), 5.0 );
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out_f.rgb = mix( refr_f, refl_f, fres );
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gl_FragColor = fog4( out_f );
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}
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#endif
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