#version 150 #extension GL_ARB_explicit_attrib_location : enable #extension GL_ARB_explicit_uniform_location : enable layout(location = 0) out vec4 frag_color ; layout(location = 8) uniform vec4 lightPos ; layout(location = 9) uniform float time ; layout(location = 10) uniform vec4 globalAmbient ; layout(location = 5) uniform mat4 mvMatrix ; uniform sampler2D texture ; uniform sampler2D skytex ; uniform sampler2D skynight ; uniform vec4 lightpos ; uniform float fog ; in vec3 normal ; in vec4 position ; in vec2 texpos ; float dX = 1 / 512.0 ; float dY = 1 / 512.0 ; vec4 sample(float xc,float yc) { return texture2D(texture,texpos + vec2(xc,yc) - vec2(time/20.0,time/20.0)); } vec3 calNormChange( vec3 norm, vec3 down, vec3 right ) { float x00 = 1 - length(sample(-dX, dY)) ; float x01 = 1 - length(sample( 0, dY)) ; float x02 = 1 - length(sample( dX, dY)) ; float x10 = 1 - length(sample(-dX, 0)) ; float x11 = 1 - length(sample( 0, 0)) ; float x12 = 1 - length(sample( dX, 0)) ; float x20 = 1 - length(sample(-dX,-dY)) ; float x21 = 1 - length(sample( 0,-dY)) ; float x22 = 1 - length(sample( dX,-dY)) ; down = ((x11 - x00) + (x11 - x01) + (x11 - x02) - (x11 - x20) - (x11 - x21) - (x11 - x22)) * down ; right = ((x11 - x00) + (x11 - x10) + (x11 - x20) - (x11 - x02) - (x11 - x12) - (x11 - x22)) * right ; return (right*2 + down*2 + norm) / 5.0 ; } in vec3 original_x ; in vec3 original_z ; in vec3 tmpnormal ; vec4 specular( vec3 a_normal ) { vec3 difpos = -normalize(vec3(0,0,0) - vec3(position)) ; difpos = reflect( difpos, a_normal ) ; vec3 lightpos2 = reflect( reflect( vec3(lightPos), original_x ), original_z ); vec3 diflight = normalize(vec3(lightpos2) - vec3(position)) ; float d = pow(max(dot( normalize(difpos), -normalize(diflight) ), 0.0 ),100.0); return vec4(vec3(d),1) ; } void main() { vec3 down = vec3( 0, -1, 0 ) ; vec3 right = normalize(cross( normal, down )) ; down = normalize(cross( normal, right ) ); vec3 newNorm = calNormChange( normal, down, right ) ; vec3 camVector = vec3(position) - vec3(0,0,0); vec3 ref = reflect( normalize(camVector), newNorm ) ; float tex_x = (abs(dot( ref, original_x )) + 1) / 2; float tex_y = (abs(dot( ref, original_z )) + 1) / 2; // vec4 refcolor = texture2D(skytex, vec2(tex_x,tex_y)); vec2 tmpcoord = vec2(tex_x,tex_y) ; vec4 refcolor = mix(texture2D(skynight,tmpcoord) * (1-globalAmbient.a), texture2D(skytex,tmpcoord) * vec4(normalize(globalAmbient.xyz),1), (globalAmbient.a + 1) / 2) ; vec3 nlightpos = reflect( vec3(lightPos), vec3(mvMatrix * vec4(0,1,0,1)) ) ; refcolor += specular( newNorm ) ; float coef = dot( normalize(vec3(lightPos) - vec3(position)), normalize(normal) ) * 0.5 + 0.5 ; // frag_color = vec4( 0,0,1, 1.0 ); // frag_color = vec4(tex_x,tex_y,0,1.0) ; // vec4 color = sample(0,0); frag_color = vec4(vec3(refcolor) * vec3(0.6,0.8,1.0) / (-position.z*fog+1),0.95) * vec4(normalize(globalAmbient.xyz),1.0); // frag_color = vec4(0,0,1,0.8) ; }