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path: root/client/shaders/alpha_shader/opengl_fragment.glsl
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-rw-r--r--client/shaders/alpha_shader/opengl_fragment.glsl67
1 files changed, 67 insertions, 0 deletions
diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/alpha_shader/opengl_fragment.glsl
new file mode 100644
index 000000000..e72c1b9a6
--- /dev/null
+++ b/client/shaders/alpha_shader/opengl_fragment.glsl
@@ -0,0 +1,67 @@
+#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+uniform float enableParallaxOcclusion;
+uniform float parallaxOcclusionScale;
+uniform float parallaxOcclusionBias;
+
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+
+varying vec3 vPosition;
+varying vec3 tsEyeVec;
+varying vec3 eyeVec;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+ float height;
+ vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
+
+ if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
+ float map_height = texture2D(normalTexture, uv).a;
+ if (map_height < 1.0){
+ float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
+ uv = uv + height * tsEye;
+ }
+ }
+
+ if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+ vec3 base = texture2D(baseTexture, uv).rgb;
+ vec3 vVec = normalize(eyeVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vVec);
+ float diffuse = max(dot(lVec, bump), 0.0);
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
+ } else {
+ color = texture2D(baseTexture, uv).rgb;
+ }
+
+ float alpha = texture2D(baseTexture, uv).a;
+ vec4 col = vec4(color.r, color.g, color.b, alpha);
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / e;
+ col.g = 1.0 - exp(1.0 - col.g) / e;
+ col.b = 1.0 - exp(1.0 - col.b) / e;
+ col = sqrt(col); // Linear -> SRGB
+ 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.r, col.g, col.b, alpha);
+}