#version 120 const int nLightCount = 2; //Amount of population considered 'half full' const float basePopulation = 3.0; const float distortDist = 5.0 / 2048.0; const float baseSpec = 0.5; uniform sampler2D diffuseTex, glowTex, normalRGBspecA, cities, diffNoise; uniform float[4] uvOffsets; uniform float population; uniform vec3 glowGradient[2]; varying vec3 normal, binormal, tangent; varying vec3 npos; varying vec2 uv; vec3 light[nLightCount]; float dist[nLightCount]; vec2 nightLights(vec3 incidentLight, float devLevel) { float brightness = clamp(max(incidentLight.r, max(incidentLight.g, incidentLight.b)) * 0.9, 0.0, 1.0); brightness /= 0.4; float popDensity = population / (population + basePopulation); float city = texture2D(cities, uv).r; float buildup = clamp((popDensity - (1.0 - devLevel)) * 2.0, 0.0, 1.0); float lightFactor = sqrt(max(popDensity, 0.4)); return vec2(lightFactor * max(1.0 - brightness, 0.0) * buildup, max(buildup - 0.5, 0.0) * 2.0) * city; } void main() { vec3 color = gl_FrontMaterial.diffuse.rgb; vec3 diffuseSamp = texture2D(diffuseTex, uv).rgb; float glow = texture2D(glowTex, uv).r; vec4 normSpec = texture2D(normalRGBspecA, uv); float cityLevel = texture2D(cities, uv).g; vec3 mapNorm = normSpec.xyz - vec3(0.5); float gloss = (length(mapNorm) - 0.25) / 0.25; float shininess = gl_FrontMaterial.shininess * (gloss + baseSpec); vec3 n = normalize(normal) * mapNorm.z; n += normalize(binormal) * mapNorm.x; n += normalize(tangent) * mapNorm.y; n = normalize(n); vec3 v = normalize(npos); if(nLightCount > 0) { const int i = 0; light[i] = gl_LightSource[i].position.xyz + npos; dist[i] = length(light[i]); light[i] = light[i] / dist[i]; } if(nLightCount > 1) { const int i = 1; light[i] = gl_LightSource[i].position.xyz + npos; dist[i] = length(light[i]); light[i] = light[i] / dist[i]; } vec3 ambient = gl_LightModel.ambient.rgb * gl_FrontMaterial.ambient.rgb; vec3 diffuse = vec3(0.0); vec3 specular = vec3(0.0); if(nLightCount > 0) { const int i = 0; float falloff = 1.0 / (1.0 + (gl_LightSource[i].quadraticAttenuation * dist[i] * dist[i])); float intensity = max(0.0, dot(n, light[i])) * falloff; diffuse += gl_LightSource[i].diffuse.rgb * intensity; vec3 r = -reflect(light[i], n); specular += gl_LightSource[i].specular.rgb * (pow(max(0.0, dot(r, v)), shininess) * intensity); } if(nLightCount > 1) { const int i = 1; float falloff = 1.0 / (1.0 + (gl_LightSource[i].quadraticAttenuation * dist[i] * dist[i])); float intensity = max(0.0, dot(n, light[i])) * falloff; diffuse += gl_LightSource[i].diffuse.rgb * intensity; vec3 r = -reflect(light[i], n); specular += gl_LightSource[i].specular.rgb * (pow(max(0.0, dot(r, v)), shininess) * intensity); } specular *= gl_FrontMaterial.specular.rgb * (0.5 + gloss); vec2 cityState = nightLights(diffuse, cityLevel); vec3 surfaceMix = ((diffuse + ambient) * color * mix(diffuseSamp.rgb, vec3(0.5), cityState.y)); surfaceMix += specular; if(glow > 0.01) { vec2 noiseCoord = uv * 4.0; vec2 noise2Coord = noiseCoord + vec2( uvOffsets[2] * -1.0, uvOffsets[3] ); noiseCoord += vec2( uvOffsets[0], uvOffsets[1] ); noiseCoord.y = mod(noiseCoord.y, 1.0); noise2Coord.y = mod(noise2Coord.y, 1.0); glow *= (0.85 + (texture2D(diffNoise, noiseCoord).b * 0.42)) * (0.85 + (texture2D(diffNoise, noise2Coord).r * 0.32)); gl_FragColor.rgb = surfaceMix + (glow * mix(glowGradient[0], glowGradient[1], glow)) + smoothstep(0.1,0.0,glow) * cityState.x * vec3(1.0,0.9,0.55); } else { gl_FragColor.rgb = surfaceMix + cityState.x * vec3(1.0,0.9,0.55); } gl_FragColor.a = 1.0; }