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#version 400
#extension GL_ARB_explicit_attrib_location : enable
#extension GL_ARB_explicit_uniform_location : enable
layout(location = 0) out vec4 frag_color ;
uniform vec4 lightPos ;
uniform vec4 globalAmbient ;
uniform float dX ;
uniform float dY ;
uniform mat4 mvMatrix ;
uniform mat4 pjMatrix ;
uniform float fog ;
in vec3 normal ;
uniform sampler2D textures[8] ;
in float texture_blend[8] ;
in vec2 texcoord ;
in vec4 position ;
flat in int texidx ;
vec3 sample_tex(float xc,float yc) {
vec3 color = vec3(0);
for ( int i = 0 ; i < 8 ; ++ i ) {
vec4 tmp = texture2D(textures[i], texcoord + vec2(xc,yc)) ;
color += vec3(tmp) * texture_blend[i] ;
}
return color ;
}
vec3 sample2(int tex, float xc,float yc) {
vec3 color = vec3(0);
vec4 tmp = texture2D(textures[tex], texcoord + vec2(xc,yc)) ;
color += vec3(tmp) ;
return color ;
}
int dominentTexture() {
float m = 0.0 ;
int ret = 0;
for( int i = 0 ; i < 8 ; ++ i ) {
if( texture_blend [i] > m ) {
m = texture_blend[i] ;
ret = i ;
}
}
return ret ;
}
vec3 calNormChange( vec3 norm, vec3 down, vec3 right ) {
int dom = texidx ;
float x00 = length(sample2(dom,-dX, dY));
float x01 = length(sample2(dom, 0, dY));
float x02 = length(sample2(dom, dX, dY));
float x10 = length(sample2(dom,-dX, 0));
float x11 = length(sample2(dom, 0, 0));
float x12 = length(sample2(dom, dX, 0));
float x20 = length(sample2(dom,-dX,-dY));
float x21 = length(sample2(dom, 0,-dY));
float x22 = length(sample2(dom, 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 (norm + down + right) / 3.0 ;
}
void main() {
vec3 down = vec3( 0.0, -1.0, 0.0 ) ;
vec3 right = normalize(cross( normal, down )) ;
down = normalize(cross( normal, right ) );
vec3 newNorm = calNormChange(normal,down,right) ;
vec3 color = sample_tex(0,0) ;
float prod = dot( normalize(-newNorm), normalize(vec3(lightPos - position)));
vec3 intensity = vec3(prod,prod,max(prod,0.4)) ;
frag_color = vec4(color * intensity / (-position.z*fog+1),1) * vec4(normalize(globalAmbient.xyz),1.0);
}
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