//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. ======= // // Purpose: // // The diffusemap (monochrome) decides the reflectivity of a surface. // Using a cube environmentmap as a source for reflectivity. //============================================================================== !!ver 110 !!permu FOG !!permu BUMP !!permu DELUXE !!samps diffuse normalmap reflectcube #include "sys/defs.h" varying vec2 tex_c; varying vec3 eyevector; varying mat3 invsurface; varying vec2 wat_c; #ifdef VERTEX_SHADER void main (void) { 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); tex_c = v_texcoord; wat_c = tex_c + vec2(e_time * 0.01, sin(e_time) * 0.005); gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" void main (void) { vec3 cube_c; vec4 out_f = vec4(1.0, 1.0, 1.0, 1.0); vec4 diffuse_f = texture2D(s_diffuse, tex_c); cube_c = reflect(normalize(-eyevector), texture2D(s_normalmap, wat_c).rgb * 0.35); 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 = textureCube(s_reflectcube, cube_c).rgb; out_f.rgb *= diffuse_f.r + diffuse_f.b + diffuse_f.g / 3.0; // Add fog to the final fragment gl_FragColor = fog4(out_f); } #endif