!!ver 110 !!samps diffuse reflectcube normalmap #include "sys/defs.h" varying vec2 tex_c; varying vec3 eyevector; varying mat3 invsurface; #ifdef VERTEX_SHADER void main () { tex_c = v_texcoord; gl_Position = ftetransform(); invsurface[0] = v_svector; invsurface[1] = v_tvector; invsurface[2] = v_normal; vec3 eyeminusvertex = e_eyepos - v_position.xyz; eyevector.x = dot( eyeminusvertex, v_svector.xyz ); eyevector.y = dot( eyeminusvertex, v_tvector.xyz ); eyevector.z = dot( eyeminusvertex, v_normal.xyz ); } #endif #ifdef FRAGMENT_SHADER void main ( void ) { vec4 diffuse_f = texture2D(s_diffuse, tex_c); if (diffuse_f.rgb == vec3(0,0,1)) { diffuse_f.rgb = vec3(0,0,0); discard; } #ifdef BUMP #ifndef FLATTENNORM vec3 normal_f = normalize(texture2D(s_normalmap, tex_c).rgb - 0.5); #else // For very flat surfaces and gentle surface distortions, the 8-bit precision per channel in the normalmap // can be insufficient. This is a hack to instead have very wobbly normalmaps that make use of the 8 bits // and then scale the wobblyness back once in the floating-point domain. vec3 normal_f = texture2D(s_normalmap, tex_c).rgb - 0.5; normal_f.x *= 0.0625; normal_f.y *= 0.0625; normal_f = normalize(normal_f); #endif #else vec3 normal_f = vec3(0, 0, 1); #endif vec3 cube_c; vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 ); cube_c = reflect( normalize(-eyevector), normal_f); cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2]; cube_c = ( m_model * vec4(cube_c.xyz, 0.0)).xyz; out_f.rgb = mix( textureCube(s_reflectcube, cube_c ).rgb, diffuse_f.rgb, diffuse_f.a); diffuse_f = out_f * e_colourident; gl_FragColor = diffuse_f; } #endif