/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsitec.ch; http://colobot.info; http://github.com/colobot * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://gnu.org/licenses */ // FRAGMENT SHADER - TERRAIN RENDERER uniform vec2 uni_FogRange; uniform vec3 uni_FogColor; uniform vec4 uni_AlbedoColor; uniform sampler2D uni_AlbedoTexture; uniform sampler2D uni_DetailTexture; uniform float uni_Roughness; uniform float uni_Metalness; uniform float uni_AOStrength; uniform sampler2D uni_MaterialTexture; uniform vec3 uni_EmissiveColor; uniform sampler2D uni_EmissiveTexture; in VertexData { vec4 Color; vec2 TexCoord0; vec2 TexCoord1; vec3 Normal; vec3 Position; vec3 ShadowCoords[4]; } data; out vec4 out_FragColor; void main() { vec4 albedo = data.Color * uni_AlbedoColor; albedo *= texture(uni_AlbedoTexture, data.TexCoord0); vec3 detail = texture(uni_DetailTexture, data.TexCoord1).rgb; albedo.rgb *= detail; float shadow = CalculateShadow(data.ShadowCoords); shadow = mix(0.5, 1.0, shadow); vec3 normal = mix(-data.Normal, data.Normal, float(gl_FrontFacing)); vec3 emissive = uni_EmissiveColor * texture(uni_EmissiveTexture, data.TexCoord0).rgb; vec3 params = texture(uni_MaterialTexture, data.TexCoord0).xyz; float ambientOcclusion = 1.0 + uni_AOStrength * (params.r - 1.0); float roughness = uni_Roughness * params.g; float metalness = uni_Metalness * params.b; vec3 color = albedo.rgb; color = CalculateLighting( data.Position, normal, color, emissive, shadow, ambientOcclusion, roughness, metalness); float dist = length(uni_CameraPosition - data.Position); float fogAmount = clamp((dist - uni_FogRange.x) / (uni_FogRange.y - uni_FogRange.x), 0.0, 1.0); color = mix(color, uni_FogColor, fogAmount); out_FragColor = vec4(color, 1.0); }