#version 120 const int nLightCount = 2; //Masks: R = Glow, G = Owner Color, B = Engine Glow uniform sampler2D diffuseRGB, normalMap, specularMap, glossMap, skybox, masks; uniform vec4 ownerColor; uniform vec3 glowColor; uniform float thrust; uniform mat3 invView; uniform float camDist; uniform float nodeScale; varying vec3 forward, right; varying vec3 normal, binormal, tangent; varying vec3 npos; varying vec2 uv; vec3 light[nLightCount]; float dist[nLightCount]; vec2 skyboxSample(vec3 dir) { float x = dot(dir, forward); float z = dot(dir, right); float y = dot(dir, cross(forward,right)); return vec2(atan(-x,z) / 6.28318530718, (y + 1.0) * 0.5); } float mixRange(float x, float low, float hi) { return clamp((x - low) / (hi - low), 0.0, 1.0); } vec3 blackBody(float temp) { vec3 c; c.r = mix(1.0, 0.6234, mixRange(temp, 6400.0, 29800.0)); c.b = mix(0.0, 1.0, mixRange(temp, 2800.0, 7600.0)); if(temp < 6600.0) c.g = mix(0.22, 0.976, mixRange(temp, 1000.0, 6600.0)); else c.g = mix(0.976, 0.75, mixRange(temp, 6600.0, 29800.0)); return c; } void main() { vec3 color = gl_FrontMaterial.diffuse.rgb; vec3 texSamp = texture2D(diffuseRGB, uv.xy).rgb; vec3 matspec = gl_FrontMaterial.specular.rgb * texture2D(specularMap, uv.xy).rgb; vec3 masks = texture2D(masks, uv.xy).rgb; float gloss = texture2D(glossMap, uv.xy).r; float shininess = mix(gl_FrontMaterial.shininess * 0.1, gl_FrontMaterial.shininess, gloss); matspec *= gloss * gloss; color *= sqrt(1.0 - gloss * gloss); float sampValue = max(texSamp.r, max(texSamp.g, texSamp.b)); texSamp = mix(texSamp, ownerColor.rgb * sampValue, masks.g); vec3 normMap = (texture2D(normalMap, uv.xy).xyz * 2.0) - vec3(1.0); float ao = (length(normMap) - 0.5) * 2.0; vec3 n = normalize(normal) * normMap.z; n += normalize(binormal) * normMap.y; n += normalize(tangent) * normMap.x; 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 spaceAmbient = texture2D(skybox, skyboxSample(normal), -50.0).rgb; vec3 diffuse = (gl_LightModel.ambient.rgb + spaceAmbient) * gl_FrontMaterial.ambient.rgb * ao; vec3 specular = vec3(0.0); if(camDist > 0.0) { float highlight = smoothstep(0.0, 500.0, camDist / sqrt(nodeScale)); diffuse += vec3(highlight) * 0.5; specular += vec3(highlight) * 10.0; } vec3 r = -reflect(v, n); specular += texture2D(skybox, skyboxSample(r), -50.0).rgb * vec3(4.0); 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); float rDv = max(0.0, dot(r, v)); float starSize = atan(2.0/dist[i]) / (gloss + 0.01); intensity *= 1.0 + smoothstep(1.0 - starSize,1.0 - (starSize * 0.5),rDv) * 3.0; specular += gl_LightSource[i].specular.rgb * (pow(rDv, 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); } float thrustIntensity = pow(thrust * 1.0, 2.0) * masks.b * 1.8; gl_FragColor.rgb = (diffuse * color * texSamp.rgb) + (specular * matspec) + (glowColor * masks.r) + (blackBody(1000.0 + 5000.0 * thrustIntensity) * thrustIntensity); gl_FragColor.a = 1.0; }