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- uniform sampler2D baseTexture;
- uniform sampler2D normalTexture;
- uniform sampler2D useNormalmap;
- uniform vec4 skyBgColor;
- uniform float fogDistance;
- uniform vec3 eyePosition;
- varying vec3 vPosition;
- varying vec3 worldPosition;
- varying float area_enable_parallax;
- 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;
- 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)
- {
- int linear_steps = 10;
- int binary_steps = 5;
- float depth_step = 0.1; // = 1.0 / linear_steps
- float size = depth_step;
- float depth = 1.0;
- float best_depth = 1.0;
- for (int i = 0 ; i < linear_steps ; i++) {
- vec4 t = texture2D(normalTexture, dp + ds * depth);
- if (best_depth > 0.05)
- if (depth >= t.a)
- best_depth = depth;
- depth -= size;
- }
- depth = best_depth - size;
- for (int i = 0 ; i < binary_steps ; i++) {
- size *= 0.5;
- vec4 t = texture2D(normalTexture, dp + ds * depth);
- if (depth >= t.a) {
- best_depth = depth;
- depth -= 2.0 * size;
- }
- depth += size;
- }
- return best_depth;
- }
- float find_intersectionRGB(vec2 dp, vec2 ds) {
- int iterations = 24;
- float depth_step = 0.041666667; // = 1.0 / iterations;
- float depth = 1.0;
- for (int i = 0 ; i < iterations ; 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;
- #if USE_NORMALMAPS == 1
- if (texture2D(useNormalmap,vec2(1.0, 1.0)).r > 0.0) {
- normalTexturePresent = true;
- }
- #endif
- #ifdef ENABLE_PARALLAX_OCCLUSION
- vec3 eyeRay = normalize(tsEyeVec);
- #if PARALLAX_OCCLUSION_MODE == 0
- // Parallax occlusion with slope information
- if (normalTexturePresent && area_enable_parallax > 0.0) {
- float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
- float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
- 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.xy;
- }
- #endif
- #if PARALLAX_OCCLUSION_MODE == 1
- // Relief mapping
- if (normalTexturePresent && area_enable_parallax > 0.0) {
- vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
- float dist = find_intersection(uv, ds);
- uv += dist * ds;
- #endif
- } else if (area_enable_parallax > 0.0) {
- vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
- float dist = find_intersectionRGB(uv, ds);
- uv += dist * ds;
- }
- #endif
- #if USE_NORMALMAPS == 1
- 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), 1.0);
- float diffuse = dot(-E,bump.xyz);
- color = (diffuse + 0.1 * 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
- }
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