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0ad/binaries/data/mods/public/shaders/glsl/terrain_common.fs

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#version 120
uniform sampler2D baseTex;
uniform sampler2D blendTex;
uniform sampler2D losTex;
uniform sampler2D normTex;
uniform sampler2D specTex;
#if USE_SHADOW
#if USE_SHADOW_SAMPLER
uniform sampler2DShadow shadowTex;
#if USE_SHADOW_PCF
uniform vec4 shadowScale;
#endif
#else
uniform sampler2D shadowTex;
#endif
#endif
uniform vec3 shadingColor;
uniform vec3 ambient;
uniform vec3 sunColor;
uniform vec3 sunDir;
uniform vec2 textureTransform;
varying vec3 v_lighting;
#if USE_SHADOW
varying vec4 v_shadow;
#endif
varying vec2 v_los;
varying vec2 v_blend;
#if USE_TRIPLANAR
varying vec3 v_tex;
#else
varying vec2 v_tex;
#endif
#if USE_SPECULAR
uniform float specularPower;
uniform vec3 specularColor;
#endif
#if USE_SPECULAR || USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_PARALLAX_MAP || USE_AO
uniform vec4 effectSettings;
#endif
varying vec3 v_normal;
#if USE_SPECULAR || USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_PARALLAX_MAP
#if USE_NORMAL_MAP || USE_PARALLAX_MAP
varying vec4 v_tangent;
varying vec3 v_bitangent;
#endif
#if USE_SPECULAR || USE_SPECULAR_MAP
varying vec3 v_half;
#endif
#if USE_PARALLAX_MAP
varying vec3 v_eyeVec;
#endif
#endif
float get_shadow()
{
#if USE_SHADOW
#if USE_SHADOW_SAMPLER
#if USE_SHADOW_PCF
vec2 offset = fract(v_shadow.xy - 0.5);
vec4 size = vec4(offset + 1.0, 2.0 - offset);
vec4 weight = (vec4(2.0 - 1.0 / size.xy, 1.0 / size.zw - 1.0) + (v_shadow.xy - offset).xyxy) * shadowScale.zwzw;
return (1.0/9.0)*dot(size.zxzx*size.wwyy,
vec4(shadow2D(shadowTex, vec3(weight.zw, v_shadow.z)).r,
shadow2D(shadowTex, vec3(weight.xw, v_shadow.z)).r,
shadow2D(shadowTex, vec3(weight.zy, v_shadow.z)).r,
shadow2D(shadowTex, vec3(weight.xy, v_shadow.z)).r));
#else
return shadow2D(shadowTex, v_shadow.xyz).r;
#endif
#else
if (v_shadow.z >= 1.0)
return 1.0;
return (v_shadow.z <= texture2D(shadowTex, v_shadow.xy).x ? 1.0 : 0.0);
#endif
#else
return 1.0;
#endif
}
#if USE_TRIPLANAR
vec4 triplanar(sampler2D sampler, vec3 wpos)
{
float tighten = 0.4679f;
vec3 blending = abs(normalize(v_normal)) - tighten;
blending = max(blending, 0.0);
blending /= vec3(blending.x + blending.y + blending.z);
vec3 signedBlending = sign(v_normal) * blending;
vec3 coords = wpos;
coords.xyz /= 32.0; // Ugh.
vec4 col1 = texture2D(sampler, coords.yz);
vec4 col2 = texture2D(sampler, coords.zx);
vec4 col3 = texture2D(sampler, coords.yx);
vec4 colBlended = col1 * blending.x + col2 * blending.y + col3 * blending.z;
return colBlended;
}
vec4 triplanarNormals(sampler2D sampler, vec3 wpos)
{
float tighten = 0.4679f;
vec3 blending = abs(normalize(v_normal)) - tighten;
blending = max(blending, 0.0);
blending /= vec3(blending.x + blending.y + blending.z);
vec3 signedBlending = sign(v_normal) * blending;
vec3 coords = wpos;
coords.xyz /= 32.0; // Ugh.
vec4 col1 = texture2D(sampler, coords.yz).xyzw;
col1.y = 1.0 - col1.y;
vec4 col2 = texture2D(sampler, coords.zx).yxzw;
col2.y = 1.0 - col2.y;
vec4 col3 = texture2D(sampler, coords.yx).yxzw;
col3.y = 1.0 - col3.y;
vec4 colBlended = col1 * blending.x + col2 * blending.y + col3 * blending.z;
return colBlended;
}
#endif
void main()
{
#if BLEND
// Use alpha from blend texture
gl_FragColor.a = 1.0 - texture2D(blendTex, v_blend).a;
#if USE_GRASS
if (gl_FragColor.a < LAYER / 10.0)
discard;
#endif
#else
gl_FragColor.a = 1.0;
#endif
#if USE_TRIPLANAR
vec4 tex = triplanar(baseTex, v_tex);
#else
vec4 tex = texture2D(baseTex, v_tex.xy);
#endif
#if USE_GRASS && LAYER
if (tex.a < 0.05)
discard;
#endif
#if DECAL
// Use alpha from main texture
gl_FragColor.a = tex.a;
#endif
vec3 texdiffuse = tex.rgb;
#if USE_SPECULAR || USE_SPECULAR_MAP || USE_NORMAL_MAP
vec3 normal = v_normal;
#endif
#if USE_NORMAL_MAP
float sign = v_tangent.w;
mat3 tbn = mat3(v_tangent.xyz, v_bitangent * -sign, v_normal);
#if USE_TRIPLANAR
vec3 ntex = triplanarNormals(normTex, v_tex).rgb * 2.0 - 1.0;
#else
vec3 ntex = texture2D(normTex, v_tex).rgb * 2.0 - 1.0;
#endif
normal = normalize(tbn * ntex);
vec3 bumplight = max(dot(-sunDir, normal), 0.0) * sunColor;
vec3 sundiffuse = (bumplight - v_lighting.rgb) * effectSettings.x + v_lighting.rgb;
#else
vec3 sundiffuse = v_lighting;
#endif
vec4 specular = vec4(0.0);
#if USE_SPECULAR || USE_SPECULAR_MAP
vec3 specCol;
float specPow;
#if USE_SPECULAR_MAP
#if USE_TRIPLANAR
vec4 s = triplanar(specTex, v_tex);
#else
vec4 s = texture2D(specTex, v_tex);
#endif
specCol = s.rgb;
specular.a = s.a;
specPow = effectSettings.y;
#else
specCol = specularColor;
specPow = specularPower.x;
#endif
specular.rgb = sunColor * specCol * pow(max(0.0, dot(normalize(normal), v_half)), specPow);
#endif
vec3 color = (texdiffuse * sundiffuse + specular.rgb) * get_shadow() + texdiffuse * ambient;
#if USE_SPECULAR_MAP && USE_SELF_LIGHT
color = mix(texdiffuse, color, specular.a);
#endif
float los = texture2D(losTex, v_los).a;
color *= los;
#if DECAL
color *= shadingColor;
#endif
gl_FragColor.rgb = color;
#if USE_GRASS
gl_FragColor.a = tex.a;
#endif
}