#version 120 #extension GL_EXT_gpu_shader4 : enable varying vec4 lmtexcoord; varying vec4 color; varying vec4 normalMat; uniform sampler2D texture; uniform vec4 lightCol; uniform vec3 sunVec; uniform vec2 texelSize; uniform float skyIntensityNight; uniform float skyIntensity; uniform float sunElevation; uniform mat4 gbufferProjectionInverse; uniform mat4 gbufferModelViewInverse; uniform mat4 shadowModelView; uniform mat4 shadowProjection; //faster and actually more precise than pow 2.2 vec3 toLinear(vec3 sRGB){ return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878); } #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z) #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz) vec3 toScreenSpace(vec3 p) { vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw); vec3 p3 = p * 2. - 1.; vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3]; return fragposition.xyz / fragposition.w; } float interleaved_gradientNoise(){ vec2 coord = gl_FragCoord.xy; float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)); return noise; } float facos(float sx){ float x = clamp(abs( sx ),0.,1.); float a = sqrt( 1. - x ) * ( -0.16882 * x + 1.56734 ); return sx > 0. ? a : 3.14159265359 - a; } #define SHADOW_MAP_BIAS 0.8 float calcDistort(vec2 worlpos){ vec2 pos = worlpos * 1.165; vec2 posSQ = pos*pos; float distb = pow(posSQ.x*posSQ.x*posSQ.x + posSQ.y*posSQ.y*posSQ.y, 1.0 / 6.0); return 1.08695652/((1.0 - SHADOW_MAP_BIAS) + distb * SHADOW_MAP_BIAS); } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// /* DRAWBUFFERS:2 */ void main() { gl_FragData[0] = texture2D(texture, lmtexcoord.xy); vec3 albedo = toLinear(gl_FragData[0].rgb*color.rgb); vec3 normal = normalMat.xyz; vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize,1.0)); float NdotL = lightCol.a*dot(normal,sunVec); float diffuseSun = clamp(NdotL,0.0f,1.0f); vec3 direct = lightCol.rgb; direct *= (diffuseSun*lmtexcoord.w)*10.; float torch_lightmap = ((lmtexcoord.z*lmtexcoord.z)*(lmtexcoord.z*lmtexcoord.z))*(lmtexcoord.z*20.)+lmtexcoord.z; vec3 ambient = (lightCol.a*sunElevation)*(-NdotL*0.45+0.9)*lightCol.rgb*0.6 + (1.2*skyIntensity)*vec3(0.65,0.7,1.)*30. + skyIntensityNight*vec3(0.09,0.1,0.15)/1.5; vec3 diffuseLight = (lmtexcoord.w)*ambient + vec3(1.,0.4,0.1)*torch_lightmap*0.08*1.0 + 0.0006; vec3 col = dot(diffuseLight,vec3(1.0/3))*albedo; gl_FragData[0].rgb = col*color.a; gl_FragData[0].a = 0.0; }