1uniform sampler2D baseTexture; 2uniform sampler2D normalTexture; 3uniform sampler2D useNormalmap; 4 5uniform vec4 skyBgColor; 6uniform float fogDistance; 7uniform vec3 eyePosition; 8 9varying vec3 vPosition; 10varying vec3 worldPosition; 11 12varying vec3 eyeVec; 13varying vec3 tsEyeVec; 14varying vec3 lightVec; 15varying vec3 tsLightVec; 16 17uniform float wieldLight; 18 19bool normalTexturePresent = false; 20 21const float e = 2.718281828459; 22const float BS = 10.0; 23 24float intensity (vec3 color){ 25 return (color.r + color.g + color.b) / 3.0; 26} 27 28float get_rgb_height (vec2 uv){ 29 return intensity(texture2D(baseTexture,uv).rgb); 30} 31 32vec4 get_normal_map(vec2 uv){ 33 vec4 bump = texture2D(normalTexture, uv).rgba; 34 bump.xyz = normalize(bump.xyz * 2.0 -1.0); 35 bump.y = -bump.y; 36 return bump; 37} 38 39void main (void) 40{ 41 vec3 color; 42 vec4 bump; 43 vec2 uv = gl_TexCoord[0].st; 44 bool use_normalmap = false; 45 46#ifdef USE_NORMALMAPS 47 if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ 48 normalTexturePresent = true; 49 } 50#endif 51 52#ifdef ENABLE_PARALLAX_OCCLUSION 53 if (normalTexturePresent){ 54 vec3 tsEye = normalize(tsEyeVec); 55 float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS; 56 uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y); 57 } 58#endif 59 60#ifdef USE_NORMALMAPS 61 if (normalTexturePresent){ 62 bump = get_normal_map(uv); 63 use_normalmap = true; 64 } 65#endif 66 67#ifdef GENERATE_NORMALMAPS 68 if (use_normalmap == false){ 69 float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP)); 70 float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP)); 71 float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP)); 72 float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y)); 73 float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP)); 74 float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP)); 75 float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP)); 76 float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y)); 77 float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); 78 float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); 79 bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0); 80 use_normalmap = true; 81 } 82#endif 83 84vec4 base = texture2D(baseTexture, uv).rgba; 85 86#ifdef ENABLE_BUMPMAPPING 87 if (use_normalmap){ 88 vec3 L = normalize(lightVec); 89 vec3 E = normalize(eyeVec); 90 float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5); 91 float diffuse = dot(E,bump.xyz); 92 color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; 93 } else { 94 color = base.rgb; 95 } 96#else 97 color = base.rgb; 98#endif 99 100 float light = max((wieldLight/2.0)/vPosition.z, 0.0); 101#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE 102 float alpha = gl_Color.a; 103 vec4 col = vec4(color.rgb, alpha); 104 col *= min(gl_Color+vec4(light), 1.0); 105 if(fogDistance != 0.0){ 106 float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); 107 alpha = mix(alpha, 0.0, d); 108 } 109 gl_FragColor = vec4(col.rgb, alpha); 110#else 111 vec4 col = vec4(color.rgb, base.a); 112 col *= min(gl_Color+vec4(light), 1.0); 113 if(fogDistance != 0.0){ 114 float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); 115 col = mix(col, skyBgColor, d); 116 } 117 gl_FragColor = vec4(col.rgb, base.a); 118#endif 119} 120