diff options
Diffstat (limited to 'src/extras/shaders/leedsVehicle_mobile.frag')
-rw-r--r-- | src/extras/shaders/leedsVehicle_mobile.frag | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/src/extras/shaders/leedsVehicle_mobile.frag b/src/extras/shaders/leedsVehicle_mobile.frag new file mode 100644 index 00000000..467379dd --- /dev/null +++ b/src/extras/shaders/leedsVehicle_mobile.frag @@ -0,0 +1,76 @@ +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); +} |