uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform sampler2D textureFlags; uniform vec4 skyBgColor; uniform float fogDistance; uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 worldPosition; varying vec3 eyeVec; varying vec3 tsEyeVec; varying vec3 lightVec; varying vec3 tsLightVec; bool normalTexturePresent = false; bool texTileableHorizontal = false; bool texTileableVertical = false; bool texSeamless = false; const float e = 2.718281828459; const float BS = 10.0; void get_texture_flags() { vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0)); if (flags.r > 0.5) { normalTexturePresent = true; } if (flags.g > 0.5) { texTileableHorizontal = true; } if (flags.b > 0.5) { texTileableVertical = true; } if (texTileableHorizontal && texTileableVertical) { texSeamless = 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); bump.y = -bump.y; return bump; } void main(void) { vec3 color; vec4 bump; vec2 uv = gl_TexCoord[0].st; bool use_normalmap = false; get_texture_flags(); #ifdef ENABLE_PARALLAX_OCCLUSION if (normalTexturePresent) { vec3 tsEye = normalize(tsEyeVec); float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS; uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y); } #endif #ifdef USE_NORMALMAPS if (normalTexturePresent) { bump = get_normal_map(uv); use_normalmap = true; } #endif if (GENERATE_NORMALMAPS == 1 && use_normalmap == 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),0.5); float diffuse = dot(E,bump.xyz); /* Mathematic optimization * Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; * This optimization save 2 multiplications (orig: 4 multiplications + 3 additions * end: 2 multiplications + 3 additions) */ color = (0.05 + diffuse + 0.2 * specular) * base.rgb; } else { color = base.rgb; } #else color = base.rgb; #endif #if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE float alpha = gl_Color.a; vec4 col = vec4(color.rgb, alpha); col *= gl_Color; if(fogDistance != 0.0){ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); alpha = mix(alpha, 0.0, d); } gl_FragColor = vec4(col.rgb, alpha); #else vec4 col = vec4(color.rgb, base.a); col *= gl_Color; if(fogDistance != 0.0){ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, d); } gl_FragColor = vec4(col.rgb, base.a); #endif }