www.pudn.com > AndreasHalm-src.zip > cube_edges_bm8p.fragmentshader


// specular+cubemap+texture+bumpmap shader 
// uses the varyings below to calculate specular reflection 
// the cube map is multiplied into the diffuse channel 
// where texture 0 is not transparent: 
// - a different specular lighting is applied, so that the 
//   texture is always readable. the lighting has a smaller 
//   "specular cone" and is less bright (0.5) 
// - the cubemap affects the diffuse lighting to a smaller 
//   degree (0.3) 
 
// the bumpmapping is calculated via accessing the texture 
// at the pixels in all eight directions. the difference in 
// alpha value is used to calculate a deviation vector 
// which is added to the current normal before normalization. 
// compared to the 4p-bumpmapping also the round parts 
// get very nice. 
 
const vec4 AMBIENT = vec4( 0.1, 0.1, 0.1, 1.0 ); 
const vec4 SPECULAR = vec4( 1.0, 1.0, 1.0, 1.0 ); 
const float BUMPMAPHEIGHT = 0.3; 
 
varying vec4 Cd; 
varying vec4 V_eye; 
varying vec4 L_eye; 
varying vec4 N_eye; 
varying vec3 eyespace_position; 
 
uniform sampler2D tex_bm; 
uniform samplerCube texCube; 
 
// vectors in s,t direction (compared to tex0) 
varying vec4 tex0_s_eye; 
varying vec4 tex0_t_eye; 
 
void main(void) 
{ 
   // compute height/elevation 
   vec2 fw = fwidth(gl_TexCoord[0].st); 
   vec2 tex_coord_top    = vec2( gl_TexCoord[0].s, gl_TexCoord[0].t-fw.t ); 
   vec2 tex_coord_left   = vec2( gl_TexCoord[0].s-fw.s, gl_TexCoord[0].t ); 
   vec2 tex_coord_bottom = vec2( gl_TexCoord[0].s, gl_TexCoord[0].t+fw.t ); 
   vec2 tex_coord_right  = vec2( gl_TexCoord[0].s+fw.s, gl_TexCoord[0].t ); 
   vec2 tex_coord_topleft     = vec2( gl_TexCoord[0].s-fw.s, gl_TexCoord[0].t-fw.t ); 
   vec2 tex_coord_topright    = vec2( gl_TexCoord[0].s+fw.s, gl_TexCoord[0].t-fw.t ); 
   vec2 tex_coord_bottomleft  = vec2( gl_TexCoord[0].s-fw.s, gl_TexCoord[0].t+fw.t ); 
   vec2 tex_coord_bottomright = vec2( gl_TexCoord[0].s+fw.s, gl_TexCoord[0].t+fw.t ); 
   vec4 tex_top    = texture2D(tex_bm,tex_coord_top   ); 
   vec4 tex_left   = texture2D(tex_bm,tex_coord_left  ); 
   vec4 tex_bottom = texture2D(tex_bm,tex_coord_bottom); 
   vec4 tex_right  = texture2D(tex_bm,tex_coord_right ); 
   vec4 tex_topleft     = texture2D(tex_bm,tex_coord_topleft    ); 
   vec4 tex_topright    = texture2D(tex_bm,tex_coord_topright   ); 
   vec4 tex_bottomleft  = texture2D(tex_bm,tex_coord_bottomleft ); 
   vec4 tex_bottomright = texture2D(tex_bm,tex_coord_bottomright); 
   float height_right = tex_right.a*0.5 + (tex_topright.a+tex_bottomright.a)*0.3; 
   float height_left  = tex_left.a*0.5  + (tex_topleft.a+tex_bottomleft.a)*0.3; 
   float s_elevation = BUMPMAPHEIGHT*(height_right-height_left); 
   float height_top    = tex_top.a*0.5    + (tex_topright.a+tex_topleft.a)*0.3; 
   float height_bottom = tex_bottom.a*0.5 + (tex_bottomright.a+tex_bottomleft.a)*0.3; 
   float t_elevation = BUMPMAPHEIGHT*(height_bottom-height_top); 
   vec4 elevation = s_elevation*tex0_s_eye + t_elevation*tex0_t_eye; 
    
  vec3 V = normalize(vec3(V_eye)); 
  vec3 L = normalize(vec3(L_eye)); 
  vec3 N = normalize(vec3(N_eye)+vec3(elevation)); 
  float diffuse = clamp(dot(L, N), 0.0, 1.0); 
  vec3 H = normalize(L + V); 
  float specular = clamp(pow(dot(N, H), 20.0), 0.0, 1.0); 
  vec3 u = normalize(eyespace_position); 
  vec3 texcube_coord = reflect(u,vec3(N_eye)); 
  vec4 texture_cubemap = textureCube(texCube,texcube_coord); 
  vec4 color = AMBIENT + (Cd*diffuse*texture_cubemap) + (SPECULAR*specular); 
  gl_FragColor = color; 
}