#version 130 in vec3 src_normal, normal;//, et; in vec4 pos, col; in float fogCoord; uniform int light_model; uniform sampler2D t0, t1, t2, t3; uniform float bump_scale, height_scale; uniform bool acc_fog, has_diffuse, has_bump, has_height; uniform vec2 dt; const vec3 luma = vec3(0.299, 0.587, 0.114); void main(void) { vec4 dc = col; vec2 tc = gl_TexCoord[0].xy; float hei = 0.; if (has_height) hei = dot(texture2D(t2, gl_TexCoord[0].xy).rgb, luma) * height_scale; if (acc_fog) dc.xyz = mix(dc.rgb, gl_Fog.color.rgb, fogCoord); vec3 n, dn; if (has_bump) { dn = (texture2D(t1, gl_TexCoord[0].xy).rgb - vec3(0.5, 0.5, 1.)) * bump_scale; dn.x = -dn.x; dn = dn * mat3(gl_ModelViewMatrixInverse); n = normalize(normal - dn); } else n = normalize(normal); if (has_diffuse) { /*vec2 dpm = normalize(gl_FragCoord.xy * dt * 2. - vec2(1., 1.)), ntc; ntc = gl_FragCoord.xy * dt * 2. - vec2(1., 1.) + dpm * hei; dpm = gl_ModelViewProjectionMatrixInverse dpm = dpm * gl_ModelViewProjectionMatrixInverse; dpm += */ //tc += 1+et.xy * hei/10;// / et.z; dc *= texture2D(t0, tc); } gl_FragData[0] = vec4(dc.rgb, pos.w); gl_FragData[1] = vec4(n.xyz / 2. + vec3(0.5), gl_FrontMaterial.shininess); gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, hei); //gl_FragData[0] = vec4(et.xyz, pos.w); //gl_FragDepth = gl_FragCoord.z - clamp(hei / pos.z / pos.z / (abs(n.z) + 1), -0.01, 0.01); /*vec4 dp = pos; dp.x = floor(dp.w / 255.) / 255.; dp.w -= dp.x * 65025; dp.y = floor(dp.w) / 255.; dp.w -= dp.y * 255.; dp.z = fract(dp.w);*/ //dp.x = dp.w; //dp.w = (gl_FrontMaterial.specular.r + gl_FrontMaterial.specular.g + gl_FrontMaterial.specular.b) / 3. / 25.5; //gl_FragData[2] = dp; //gl_FragData[3] = vec4(light_model / 255., 0, 0, 0); }