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starruler-linux/data/shaders/source/planet_death_ps.txt
T
2018-07-17 14:15:37 +02:00

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const int nLightCount = 2;
uniform sampler2D diffuseRGBspecA;
uniform sampler2D cities;
uniform sampler2D lava;
uniform float population;
uniform float pctDestroyed;
//Amount of population considered 'half full'
const float basePopulation = 8.0;
varying vec3 normal;
varying vec3 npos;
varying vec2 uv;
vec3 light[nLightCount];
float dist[nLightCount];
vec3 nightLights(vec3 incidentLight) {
float brightness = clamp(max(incidentLight.r, max(incidentLight.g, incidentLight.b)) * 0.9, 0.0, 1.0);
if(brightness > 0.4)
return vec3( 0.0 );
brightness /= 0.4;
float popDensity = population / basePopulation;
float level = texture2D(cities, uv).r;
return vec3( level * clamp(level - 1.0 + popDensity, 0.0, 1.0) * clamp(level - brightness, 0.0, 1.0) );
}
void main() {
vec4 texSamp = texture2D(diffuseRGBspecA, uv);
vec3 matspec = gl_FrontMaterial.specular.rgb * texSamp.a;
float shininess = gl_FrontMaterial.shininess * (0.5 + texSamp.a);
vec3 n = normalize(normal);
vec3 v = normalize(npos);
vec3 diffuse = vec3(0);
vec3 specular = vec3(0);
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];
}
if(nLightCount > 0) {
const int i = 0;
float intensity = max(0.0, dot(n, light[i]));
if(intensity > 0.0) {
//Apply falloff
intensity /= (1.0 + (gl_LightSource[i].quadraticAttenuation * dist[i] * dist[i]));;
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 intensity = max(0.0, dot(n, light[i]));
if(intensity > 0.0) {
//Apply falloff
intensity /= (1.0 + (gl_LightSource[i].quadraticAttenuation * dist[i] * dist[i]));;
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);
}
}
diffuse *= gl_FrontMaterial.diffuse.rgb;
specular *= matspec;
vec3 ambient = gl_LightModel.ambient.rgb * gl_FrontMaterial.ambient.rgb;
vec3 rgb = ((diffuse + ambient) * texSamp.rgb) + specular + nightLights(diffuse);
vec4 lavaSamp = texture2D(lava, uv);
lavaSamp.a = clamp(lavaSamp.a - 1.0 + pctDestroyed, 0.0, 1.0);
gl_FragColor.rgb = mix(rgb, (lavaSamp.rgb * (diffuse + ambient)) * (pctDestroyed + lavaSamp.a) + specular, clamp(lavaSamp.a * 10.0,0.0,1.0));
gl_FragColor.a = 1.0;
}