94 lines
2.8 KiB
Plaintext
94 lines
2.8 KiB
Plaintext
const int nLightCount = 2;
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uniform sampler2D diffuseRGBspecA;
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uniform sampler2D cities;
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uniform sampler2D lava;
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uniform float population;
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uniform float pctDestroyed;
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//Amount of population considered 'half full'
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const float basePopulation = 8.0;
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varying vec3 normal;
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varying vec3 npos;
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varying vec2 uv;
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vec3 light[nLightCount];
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float dist[nLightCount];
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vec3 nightLights(vec3 incidentLight) {
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float brightness = clamp(max(incidentLight.r, max(incidentLight.g, incidentLight.b)) * 0.9, 0.0, 1.0);
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if(brightness > 0.4)
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return vec3( 0.0 );
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brightness /= 0.4;
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float popDensity = population / basePopulation;
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float level = texture2D(cities, uv).r;
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return vec3( level * clamp(level - 1.0 + popDensity, 0.0, 1.0) * clamp(level - brightness, 0.0, 1.0) );
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}
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void main() {
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vec4 texSamp = texture2D(diffuseRGBspecA, uv);
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vec3 matspec = gl_FrontMaterial.specular.rgb * texSamp.a;
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float shininess = gl_FrontMaterial.shininess * (0.5 + texSamp.a);
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vec3 n = normalize(normal);
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vec3 v = normalize(npos);
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vec3 diffuse = vec3(0);
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vec3 specular = vec3(0);
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if(nLightCount > 0) {
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const int i = 0;
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light[i] = gl_LightSource[i].position.xyz + npos;
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dist[i] = length(light[i]);
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light[i] = light[i] / dist[i];
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}
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if(nLightCount > 1) {
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const int i = 1;
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light[i] = gl_LightSource[i].position.xyz + npos;
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dist[i] = length(light[i]);
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light[i] = light[i] / dist[i];
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}
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if(nLightCount > 0) {
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const int i = 0;
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float intensity = max(0.0, dot(n, light[i]));
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if(intensity > 0.0) {
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//Apply falloff
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intensity /= (1.0 + (gl_LightSource[i].quadraticAttenuation * dist[i] * dist[i]));;
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diffuse += gl_LightSource[i].diffuse.rgb * intensity;
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vec3 r = -reflect(light[i], n);
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specular += gl_LightSource[i].specular.rgb * (pow(max(0.0, dot(r, v)), shininess) * intensity);
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}
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}
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if(nLightCount > 1) {
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const int i = 1;
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float intensity = max(0.0, dot(n, light[i]));
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if(intensity > 0.0) {
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//Apply falloff
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intensity /= (1.0 + (gl_LightSource[i].quadraticAttenuation * dist[i] * dist[i]));;
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diffuse += gl_LightSource[i].diffuse.rgb * intensity;
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vec3 r = -reflect(light[i], n);
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specular += gl_LightSource[i].specular.rgb * (pow(max(0.0, dot(r, v)), shininess) * intensity);
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}
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}
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diffuse *= gl_FrontMaterial.diffuse.rgb;
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specular *= matspec;
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vec3 ambient = gl_LightModel.ambient.rgb * gl_FrontMaterial.ambient.rgb;
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vec3 rgb = ((diffuse + ambient) * texSamp.rgb) + specular + nightLights(diffuse);
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vec4 lavaSamp = texture2D(lava, uv);
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lavaSamp.a = clamp(lavaSamp.a - 1.0 + pctDestroyed, 0.0, 1.0);
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gl_FragColor.rgb = mix(rgb, (lavaSamp.rgb * (diffuse + ambient)) * (pctDestroyed + lavaSamp.a) + specular, clamp(lavaSamp.a * 10.0,0.0,1.0));
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gl_FragColor.a = 1.0;
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}
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