www.pudn.com > AndreasHalm-src.zip > cube_sides_bm2p.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 above and to the left. the difference in
// alpha value is used to calculate a deviation vector
// which is added to the current normal before normalization.
// the tricky part:
// if our alpha value is 255 and the alpha value to the
// left is 0, we have a bumpmap-edge. our change of the
// normal vector would be (nearly) lost though because of
// the mix statement at the end of the shader.
// so we have to remove such pixels from the texture (set
// their alpha to 0) - which means we loose the above and
// left edge of the texture (the opaque part seems to get
// smaller). this shader can only be used if that is not
// a problem.
const vec4 AMBIENT = vec4( 0.1, 0.1, 0.1, 1.0 );
const vec4 SPECULAR = vec4( 1.0, 1.0, 1.0, 1.0 );
varying vec4 Cd;
varying vec4 V_eye;
varying vec4 L_eye;
varying vec4 N_eye;
varying vec3 eyespace_position;
uniform sampler2D tex0;
uniform samplerCube texCube;
// vectors in s,t direction (compared to tex0)
varying vec4 tex0_s_eye;
varying vec4 tex0_t_eye;
void main(void)
{
// the texture at this pixel
vec4 texture = texture2D(tex0,gl_TexCoord[0].st);
// compute height/elevation
vec2 fw = fwidth(gl_TexCoord[0].st);
vec2 tex_coord_above = 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 );
vec4 tex_above = texture2D(tex0,tex_coord_above);
vec4 tex_left = texture2D(tex0,tex_coord_left );
float s_elevation = -0.5*(texture.a-tex_left.a);
float t_elevation = -0.5*(texture.a-tex_above.a);
if ((s_elevation != 0.0) || (t_elevation != 0.0)) texture.a = 0.0;
vec4 elevation = s_elevation*tex0_s_eye + t_elevation*tex0_t_eye;
// lighting
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);
float sharp_specular = smoothstep(0.9, 0.999, specular);
// cubemap stuff
vec3 u = normalize(eyespace_position);
vec3 texcube_coord = reflect(u,vec3(N_eye));
vec4 texture_cubemap = textureCube(texCube,texcube_coord);
// the cubemap gets multiplied into the diffuse color
vec4 color = AMBIENT + (Cd*diffuse*texture_cubemap) + (SPECULAR*specular);
// modify the lighting model for textured areas
vec4 tex0_cubemap_modifier = vec4(0.7,0.7,0.7,1.0) + texture_cubemap*0.3;
vec4 texture_lit = AMBIENT + (texture*diffuse*tex0_cubemap_modifier) + (SPECULAR*0.5*sharp_specular);
// mix via texture alpha
vec3 col = mix(color.rgb,texture_lit.rgb,texture.a);
gl_FragColor = vec4(col,color.a);
}