62 lines
1.7 KiB
GLSL
62 lines
1.7 KiB
GLSL
!!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
|