Add terrain shaders and normal map support
Textures with _n filename suffix are automatically recognized as terrain normal maps.move
parent
17c4dfdb62
commit
6000e48bba
@ -0,0 +1,64 @@
|
|||||||
|
#version 120
|
||||||
|
|
||||||
|
varying vec2 uv;
|
||||||
|
|
||||||
|
uniform sampler2D diffuseMap;
|
||||||
|
|
||||||
|
#if @normalMap
|
||||||
|
uniform sampler2D normalMap;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if @blendMap
|
||||||
|
uniform sampler2D blendMap;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
varying float depth;
|
||||||
|
|
||||||
|
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
|
||||||
|
|
||||||
|
#if !PER_PIXEL_LIGHTING
|
||||||
|
varying vec4 lighting;
|
||||||
|
#else
|
||||||
|
varying vec3 passViewPos;
|
||||||
|
varying vec3 passViewNormal;
|
||||||
|
varying vec4 passColor;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#include "lighting.glsl"
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec2 diffuseMapUV = (gl_TextureMatrix[0] * vec4(uv, 0.0, 1.0)).xy;
|
||||||
|
|
||||||
|
gl_FragData[0] = vec4(texture2D(diffuseMap, diffuseMapUV).xyz, 1.0);
|
||||||
|
|
||||||
|
#if @blendMap
|
||||||
|
vec2 blendMapUV = (gl_TextureMatrix[1] * vec4(uv, 0.0, 1.0)).xy;
|
||||||
|
gl_FragData[0].a *= texture2D(blendMap, blendMapUV).a;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if PER_PIXEL_LIGHTING
|
||||||
|
vec3 viewNormal = passViewNormal;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if @normalMap
|
||||||
|
vec3 normalTex = texture2D(normalMap, diffuseMapUV).xyz;
|
||||||
|
|
||||||
|
vec3 viewTangent = (gl_ModelViewMatrix * vec4(1.0, 0.0, 0.0, 0.0)).xyz;
|
||||||
|
vec3 viewBinormal = normalize(cross(viewTangent, viewNormal));
|
||||||
|
viewTangent = normalize(cross(viewNormal, viewBinormal)); // note, now we need to re-cross to derive tangent again because it wasn't orthonormal
|
||||||
|
mat3 tbn = mat3(viewTangent, viewBinormal, viewNormal);
|
||||||
|
|
||||||
|
viewNormal = normalize(tbn * (normalTex * 2.0 - 1.0));
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
#if !PER_PIXEL_LIGHTING
|
||||||
|
gl_FragData[0] *= lighting;
|
||||||
|
#else
|
||||||
|
gl_FragData[0] *= doLighting(passViewPos, normalize(viewNormal), passColor);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float fogValue = clamp((depth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
|
||||||
|
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
|
||||||
|
}
|
@ -0,0 +1,36 @@
|
|||||||
|
#version 120
|
||||||
|
|
||||||
|
varying vec2 uv;
|
||||||
|
varying float depth;
|
||||||
|
|
||||||
|
#define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
|
||||||
|
|
||||||
|
#if !PER_PIXEL_LIGHTING
|
||||||
|
varying vec4 lighting;
|
||||||
|
#else
|
||||||
|
varying vec3 passViewPos;
|
||||||
|
varying vec3 passViewNormal;
|
||||||
|
varying vec4 passColor;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#include "lighting.glsl"
|
||||||
|
|
||||||
|
void main(void)
|
||||||
|
{
|
||||||
|
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||||
|
depth = gl_Position.z;
|
||||||
|
|
||||||
|
vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
|
||||||
|
gl_ClipVertex = viewPos;
|
||||||
|
vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
|
||||||
|
|
||||||
|
#if !PER_PIXEL_LIGHTING
|
||||||
|
lighting = doLighting(viewPos.xyz, viewNormal, gl_Color);
|
||||||
|
#else
|
||||||
|
passViewPos = viewPos.xyz;
|
||||||
|
passViewNormal = viewNormal;
|
||||||
|
passColor = gl_Color;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
uv = gl_MultiTexCoord0.xy;
|
||||||
|
}
|
Loading…
Reference in New Issue