uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D textureFlags;
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
+// The cameraOffset is the current center of the visible world.
+uniform vec3 cameraOffset;
+uniform float animationTimer;
+
varying vec3 vPosition;
+// World position in the visible world (i.e. relative to the cameraOffset.)
+// This can be used for many shader effects without loss of precision.
+// If the absolute position is required it can be calculated with
+// cameraOffset + worldPosition (for large coordinates the limits of float
+// precision must be considered).
varying vec3 worldPosition;
-varying float area_enable_parallax;
-
+varying lowp vec4 varColor;
+centroid varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
-varying vec3 tsEyeVec;
-varying vec3 lightVec;
-varying vec3 tsLightVec;
-
-bool normalTexturePresent = false;
-const float e = 2.718281828459;
-const float BS = 10.0;
-const float fogStart = 0.4;
-const float fogShadingParameter = 1 / ( 1 - fogStart);
+const float fogStart = FOG_START;
+const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
-#ifdef ENABLE_TONE_MAPPING
+#if ENABLE_TONE_MAPPING
/* Hable's UC2 Tone mapping parameters
A = 0.22;
vec3 uncharted2Tonemap(vec3 x)
{
- return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03334;
+ return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333;
}
vec4 applyToneMapping(vec4 color)
const float gamma = 1.6;
const float exposureBias = 5.5;
color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
- // Precalculated white_scale from
+ // Precalculated white_scale from
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
vec3 whiteScale = vec3(1.036015346);
color.rgb *= whiteScale;
}
#endif
-void get_texture_flags()
-{
- vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
- if (flags.r > 0.5) {
- normalTexturePresent = true;
- }
-}
-
-float intensity(vec3 color)
-{
- return (color.r + color.g + color.b) / 3.0;
-}
-
-float get_rgb_height(vec2 uv)
-{
- return intensity(texture2D(baseTexture, uv).rgb);
-}
-
-vec4 get_normal_map(vec2 uv)
-{
- vec4 bump = texture2D(normalTexture, uv).rgba;
- bump.xyz = normalize(bump.xyz * 2.0 - 1.0);
- return bump;
-}
-
-float find_intersection(vec2 dp, vec2 ds)
-{
- float depth = 1.0;
- float best_depth = 0.0;
- float size = 0.0625;
- for (int i = 0; i < 15; i++) {
- depth -= size;
- float h = texture2D(normalTexture, dp + ds * depth).a;
- if (depth <= h) {
- best_depth = depth;
- break;
- }
- }
- depth = best_depth;
- for (int i = 0; i < 4; i++) {
- size *= 0.5;
- float h = texture2D(normalTexture,dp + ds * depth).a;
- if (depth <= h) {
- best_depth = depth;
- depth += size;
- } else {
- depth -= size;
- }
- }
- return best_depth;
-}
-
-float find_intersectionRGB(vec2 dp, vec2 ds)
-{
- const float depth_step = 1.0 / 24.0;
- float depth = 1.0;
- for (int i = 0 ; i < 24 ; i++) {
- float h = get_rgb_height(dp + ds * depth);
- if (h >= depth)
- break;
- depth -= depth_step;
- }
- return depth;
-}
-
void main(void)
{
vec3 color;
- vec4 bump;
- vec2 uv = gl_TexCoord[0].st;
- bool use_normalmap = false;
- get_texture_flags();
-
-#ifdef ENABLE_PARALLAX_OCCLUSION
- vec2 eyeRay = vec2 (tsEyeVec.x, -tsEyeVec.y);
- const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
- const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
-
-#if PARALLAX_OCCLUSION_MODE == 0
- // Parallax occlusion with slope information
- if (normalTexturePresent && area_enable_parallax > 0.0) {
- for (int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
- vec4 normal = texture2D(normalTexture, uv.xy);
- float h = normal.a * scale - bias;
- uv += h * normal.z * eyeRay;
- }
-#endif
-
-#if PARALLAX_OCCLUSION_MODE == 1
- // Relief mapping
- if (normalTexturePresent && area_enable_parallax > 0.0) {
- vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
- float dist = find_intersection(uv, ds);
- uv += dist * ds;
-#endif
- } else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
- vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
- float dist = find_intersectionRGB(uv, ds);
- uv += dist * ds;
- }
-#endif
+ vec2 uv = varTexCoord.st;
-#if USE_NORMALMAPS == 1
- if (normalTexturePresent) {
- bump = get_normal_map(uv);
- use_normalmap = true;
+ vec4 base = texture2D(baseTexture, uv).rgba;
+#ifdef USE_DISCARD
+ // If alpha is zero, we can just discard the pixel. This fixes transparency
+ // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
+ // and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
+ if (base.a == 0.0) {
+ discard;
}
#endif
- if (GENERATE_NORMALMAPS == 1 && normalTexturePresent == 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;
- }
-
- vec4 base = texture2D(baseTexture, uv).rgba;
-
-#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), 1.0);
- float diffuse = dot(-E,bump.xyz);
- color = (diffuse + 0.1 * specular) * base.rgb;
- } else {
- color = base.rgb;
- }
-#else
color = base.rgb;
-#endif
- vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
-
-#ifdef ENABLE_TONE_MAPPING
+ vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
+
+#if ENABLE_TONE_MAPPING
col = applyToneMapping(col);
#endif
- if (fogDistance != 0.0) {
- // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
- // the fog will only be rendered correctly if the last operation before the
- // clamp() is an addition. Else, the clamp() seems to be ignored.
- // E.g. the following won't work:
- // float clarity = clamp(fogShadingParameter
- // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
- // As additions usually come for free following a multiplication, the new formula
- // should be more efficient as well.
- // Note: clarity = (1 - fogginess)
- float clarity = clamp(fogShadingParameter
- - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
- col = mix(skyBgColor, col, clarity);
- }
+ // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
+ // the fog will only be rendered correctly if the last operation before the
+ // clamp() is an addition. Else, the clamp() seems to be ignored.
+ // E.g. the following won't work:
+ // float clarity = clamp(fogShadingParameter
+ // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
+ // As additions usually come for free following a multiplication, the new formula
+ // should be more efficient as well.
+ // Note: clarity = (1 - fogginess)
+ float clarity = clamp(fogShadingParameter
+ - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
+ col = mix(skyBgColor, col, clarity);
col = vec4(col.rgb, base.a);
gl_FragColor = col;