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2018-07-17 14:15:37 +02:00

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#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;
}