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uniform sampler2D tex0;
uniform sampler2D tex1;
uniform float u_fxparams;
uniform vec3 u_skyTop;
uniform vec3 u_skyBot;
#define shininess (u_fxparams)
// matfx:
// case 1 normal envmap
// custom1 (4.0, 1.0, 1.0, coef)
// custom2 (0.25, 3.0, 1.0, 1.0)
// case 2 too strong
// custom1 (4.0, 1.0, 2.0, coef)
// custom2 (0.5, 3.0, 1.0, 1.0)
// ???: practically no fresnel
// custom1 (4.0, 1.25, 0.01, coef)
// custom2 (1.0, 2.0, 1.1, 2.0)
#define power (4.0)
#define preMult (1.0)
#define postMult (1.0)
#define minRefl (0.25)
#define maxRefl (3.0)
#define minOpacity (1.0)
#define maxOpacity (1.0)
//#define preMult (1.0)
//#define postMult (2.0)
//#define minRefl (0.5)
//#define maxRefl (3.0)
//#define minOpacity (1.0)
//#define maxOpacity (1.0)
//#define preMult (1.25)
//#define postMult (0.01)
//#define minRefl (1.0)
//#define maxRefl (2.0)
//#define minOpacity (1.1)
//#define maxOpacity (2.0)
FSIN vec4 v_color;
FSIN vec2 v_tex0;
FSIN vec2 v_tex1;
FSIN float v_fog;
FSIN vec2 v_reflData;
#define v_NdotV (v_reflData.x)
#define v_lightingCont (v_reflData.y)
void
main(void)
{
vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec3 envtex = texture(tex1, v_tex1).rgb; // V flipped
vec3 skyColour = mix(u_skyBot, u_skyTop, envtex.g);
vec3 envOut = mix(envtex.rrr, skyColour, envtex.b);
float fresnel = mix(shininess, shininess * 2.0, v_NdotV);
fresnel = pow(v_NdotV * preMult, power);
fresnel = clamp(fresnel * postMult, 0.0, 1.0);
float reflectivity = v_lightingCont * mix(minRefl, maxRefl, fresnel)*shininess;
float opacity = mix(minOpacity, maxOpacity, fresnel)*pass1.a;
vec4 color = pass1 + vec4(reflectivity * envOut, 0.0);
color.a = opacity;
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
DoAlphaTest(color.a);
FRAGCOLOR(color);
}
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