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object_ground.frag
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///////////////////////////////////////////////////////
//*-------------------------------------------------*//
//| Part of Project One (https://www.maus-games.at) |//
//*-------------------------------------------------*//
//| Copyright (c) 2010 Martin Mauersics |//
//| Released under the zlib License |//
//*-------------------------------------------------*//
///////////////////////////////////////////////////////
// constant values
const float c_v1TestFactor = 0.2; //
// shader input
varying vec4 v_v4ShadowCoord; // pixel coordinates viewed from the light source
varying vec2 v_v2Border; //
void FragmentMain()
{
// lookup textures
vec3 v3TexNormal = coreTexture2D(1, v_av2TexCoord[1]).xyz; // TODO 1: change tex-coord back to 0, 1 is only needed for blocks, make own block shader with single-channel color
vec3 v3TexColor = coreTexture2D(0, v_av2TexCoord[1]).rgb; //
#if (_P1_SHADOW_) == 1
// apply shadow mapping with single depth value comparison
float v1Light = mix(1.0, 0.5, coreTextureBaseShadow(0, v_v4ShadowCoord));
if(coreTextureBaseProj(3, v_v4ShadowCoord * vec4(vec2(c_v1TestFactor), 1.0, 1.0)).r != 0.0)
{
//
float v1DynLight = coreTextureBaseProj(3, v_v4ShadowCoord).r;
//
float v1Visibility = coreSaturate(max(v_v2Border.x, v_v2Border.y));
v1Light = mix(v1Light, 0.5, mix(v1DynLight, 0.0, v1Visibility));
}
#elif (_P1_SHADOW_) >= 2
const float A = 0.0012;
// apply shadow mapping with percentage closer filtering
float v1Light = (coreTextureBaseShadow(0, v_v4ShadowCoord) +
coreTextureBaseShadow(0, v_v4ShadowCoord + vec4(0.0, A, 0.0, 0.0)) +
coreTextureBaseShadow(0, v_v4ShadowCoord + vec4(0.0, -A, 0.0, 0.0)) +
coreTextureBaseShadow(0, v_v4ShadowCoord + vec4( A, 0.0, 0.0, 0.0)) +
coreTextureBaseShadow(0, v_v4ShadowCoord + vec4( -A, 0.0, 0.0, 0.0))) * 0.2;
v1Light = mix(1.0, 0.5, v1Light);
if(coreTextureBaseProj(3, v_v4ShadowCoord * vec4(vec2(c_v1TestFactor), 1.0, 1.0)).r != 0.0)
{
//
float v1DynLight = (coreTextureBaseProj(3, v_v4ShadowCoord) .r +
coreTextureBaseProj(3, v_v4ShadowCoord + vec4(0.0, A, 0.0, 0.0)).r +
coreTextureBaseProj(3, v_v4ShadowCoord + vec4(0.0, -A, 0.0, 0.0)).r +
coreTextureBaseProj(3, v_v4ShadowCoord + vec4( A, 0.0, 0.0, 0.0)).r +
coreTextureBaseProj(3, v_v4ShadowCoord + vec4( -A, 0.0, 0.0, 0.0)).r) * 0.2;
//
float v1Visibility = coreSaturate(max(v_v2Border.x, v_v2Border.y));
v1Light = mix(v1Light, 0.5, mix(v1DynLight, 0.0, v1Visibility));
}
#else
// ignore shadow map
const float v1Light = 1.0;
#endif
// calculate dot-3 bump factor
vec3 v3MathLightDir = normalize(v_av4LightDir[0].xyz);
vec3 v3BumpNormal = normalize(v3TexNormal * 2.0 - 1.0);
float v1BumpFactor = max(dot(v3MathLightDir, v3BumpNormal), 0.0);
// calculate dot-3 reflection factor
vec3 v3MathViewDir = normalize(v_v3ViewDir);
vec3 v3ReflNormal = normalize(v3MathLightDir + v3MathViewDir);
float v1ReflFactor = max(dot(v3ReflNormal, v3BumpNormal), 0.0);
// calculate diffuse and specular value
vec3 v3Diffuse = v3TexColor * (v1Light * (v1BumpFactor * 1.1 + 0.65));
vec3 v3Specular = vec3(0.1 * min(coreGGX(v1ReflFactor, 0.09), 1.0));
// draw final color
gl_FragColor = vec4((v3Diffuse + v3Specular) * u_v4Color.rgb, 1.0);
}