colobot/colobot-base/graphics/opengl33/shaders/gl33/terrain_fs.glsl

92 lines
2.6 KiB
GLSL

/*
* 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);
}