CVS: data/Shaders reflect.frag, NONE, 1.1 reflect.vert, NONE, 1.1
Vivian Meazza <[email protected]>
| Newsgroups | gmane.games.flightgear.cvc |
|---|---|
| Message-ID | <[email protected]> |
Update of /var/cvs/FlightGear-0.9/data/Shaders
In directory baron.flightgear.org:/tmp/cvs-serv9496
Added Files:
reflect.frag reflect.vert
Log Message:
A simple reflection effect - needs this patch ftp://ftp.abbeytheatre2.org.uk/fgfs/Shader/Reflect/cube-map.patch which will be included in Simgear soon (hopefully).
--- NEW FILE "reflect.frag" ---
#version 120
varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 Normal;
varying vec4 constantColor;
varying vec3 vViewVec;
varying vec3 reflVec;
varying vec3 Diffuse;
varying vec3 lightDir, halfVector;
varying float alpha, fogCoord;
uniform samplerCube Environment;
uniform sampler2D Rainbow;
uniform sampler2D BaseTex;
uniform sampler2D Fresnel;
uniform float transparency;
uniform float rainbowiness;
uniform float fresneliness;
uniform float correction;
void main (void)
{
if (!gl_FrontFacing) discard;
vec3 n, halfV;
float NdotL, NdotHV;
vec4 color = constantColor;
vec4 specular = vec4(0.0);
n = VNormal;
NdotL = max(0.0, dot(n, lightDir));
//calculate the specular light
if (NdotL > 0.0) {
color += vec4(Diffuse, 1.0) * NdotL;
halfV = normalize(halfVector);
NdotHV = max(dot(n, halfV), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = (gl_FrontMaterial.specular.rgb
* gl_LightSource[0].specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess));
}
color.a = alpha;
color = clamp(color, 0.0, 1.0);
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
vec4 texelcolor = color * texel + specular;
// calculate the fog factor
float fogCoord = ecPosition.z;
const float LOG2 = 1.442695;
float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
fogFactor = clamp(fogFactor, 0.0, 1.0);
if(gl_Fog.density == 1.0)
fogFactor=1.0;
vec3 normal = normalize(VNormal);
vec3 viewVec = normalize(vViewVec);
// Map a rainbowish color
float v = dot(viewVec, normal);
vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
// Map a fresnel effect
vec4 fresnel = texture2D(Fresnel, vec2(v, 0.0));
//map the refection of the environment
vec4 reflection = textureCube(Environment, reflVec);
//add fringing fresnel and rainbow effects and modulate by transparency
vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v);
vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
vec4 raincolor = vec4(reflfrescolor.rgb, 1.0) * transparency;
vec4 mixedcolor = mix(texel, raincolor, transparency);
//the final reflection
vec4 ambient_correction = mix(gl_LightSource[0].ambient, vec4(1.0, 1.0, 0.9, 1.0), 0.5) * correction;
vec4 reflColor = color * mixedcolor + specular + ambient_correction ;
reflColor = clamp(reflColor, 0.0, 1.0);
gl_FragColor = mix(gl_Fog.color, reflColor, fogFactor);
}
--- NEW FILE "reflect.vert" ---
varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 Normal;
varying vec4 constantColor;
varying vec3 vViewVec;
varying vec3 reflVec;
varying vec3 Diffuse;
varying vec3 normal, lightDir, halfVector;
varying float alpha, fogCoord;
uniform mat4 osg_ViewMatrixInverse;
//attribute vec3 tangent, binormal, normal;
void main(void)
{
ecPosition = gl_ModelViewMatrix * gl_Vertex;
vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w;
vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0)));
vec3 b = normalize(cross(gl_Normal,t));
vec3 n = normalize(gl_Normal);
VNormal = normalize(gl_NormalMatrix * gl_Normal);
Normal = normalize(gl_Normal);
lightDir = normalize(vec3(gl_LightSource[0].position));
halfVector = normalize(gl_LightSource[0].halfVector.xyz);
Diffuse = gl_Color * gl_LightSource[0].diffuse;
//Diffuse= gl_Color.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz));
// Super hack: if diffuse material alpha is less than 1, assume a
// transparency animation is at work
if (gl_FrontMaterial.diffuse.a < 1.0)
alpha = gl_FrontMaterial.diffuse.a;
else
alpha = gl_Color.a;
fogCoord = abs(ecPosition3.z);
// Vertex in eye coordinates
vec3 vertVec = ecPosition.xyz;
vViewVec.x = dot(t, vertVec);
vViewVec.y = dot(b, vertVec);
vViewVec.z = dot(n, vertVec);
// calculate the reflection vector
vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
reflVec = normalize(gl_ModelViewMatrixInverse * reflect_eye);
gl_FrontColor = gl_Color;
constantColor = gl_FrontMaterial.emission
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}
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