… | |
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98 | |
98 | |
99 | //wpos = wpos / abs (w (wpos)); |
99 | //wpos = wpos / abs (w (wpos)); |
100 | |
100 | |
101 | vout.position = wpos; |
101 | vout.position = wpos; |
102 | vout.tex_coord[0] = vin.tex_coord[0]; |
102 | vout.tex_coord[0] = vin.tex_coord[0]; |
103 | vout.tex_coord[1] = model_view_matrix * shader::compile::vec4 (x(vin.normal), y(vin.normal), z(vin.normal), 0); |
103 | xyz (vout.tex_coord[1]) = normal_matrix * vin.normal; |
104 | vout.tex_coord[2] = lightpos - model_view_matrix * vin.vertex; |
104 | xyz (vout.tex_coord[2]) = xyz (lightpos - model_view_matrix * vin.vertex); |
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105 | w (vout.tex_coord[2]) = 1.; |
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106 | xw (vout.tex_coord[3]) = shader::compile::vec2 (length (xyz (vout.tex_coord[2])), 1.); |
105 | |
107 | |
106 | p.vsh->end (); |
108 | p.vsh->end (); |
107 | p.vsh->compile (); |
109 | p.vsh->compile (); |
108 | |
110 | |
109 | p.fsh->start (); |
111 | p.fsh->start (); |
110 | |
112 | |
111 | temp_1f fac; |
113 | temp_1f fac; |
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114 | temp_2f disp; |
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115 | temp_1f dx, dy; |
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116 | temp_1f bumpnormal; |
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117 | temp_1f dist; |
112 | |
118 | |
113 | temp_2f disp; |
119 | dist = min (x(fin.tex_coord[3]), 100.); |
114 | |
120 | |
115 | temp_1f dx, dy; |
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116 | |
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117 | temp_1f bumpnormal; |
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118 | dx = dFdx (texture_2d (normvar, fin.tex_coord[0])); |
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119 | dy = dFdy (texture_2d (normvar, fin.tex_coord[0])); |
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120 | |
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121 | disp = shader::compile::vec2 (dx, dy) * 0.1; |
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122 | |
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123 | fac = dot (normalize (fin.tex_coord[1]), normalize (fin.tex_coord[2])); |
121 | fac = dot (normalize (xyz (fin.tex_coord[1])), xyz (normalize (fin.tex_coord[2]))); |
124 | //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); |
122 | //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); |
125 | //fac = dot (bumpnormal, normalize (fin.tex_coord[2])); |
123 | //fac = dot (bumpnormal, normalize (fin.tex_coord[2])); |
126 | //fac = pow (max (fac, 0.0), 8); |
124 | //fac = pow (max (fac, 0.0), 8); |
127 | xyz (fout.frag_color) = (texture_2d (texvar, fin.tex_coord[0] - disp) + 0.1) * max (fac, 0.0); |
125 | xyz (fout.frag_color) = (texture_2d (texvar, fin.tex_coord[0] - disp)) * max (fac, 1.2 * (1 - dist / 100.)); |
128 | |
126 | |
129 | p.fsh->end (); |
127 | p.fsh->end (); |
130 | p.fsh->compile (); |
128 | p.fsh->compile (); |
131 | p.link (); |
129 | p.link (); |
132 | } |
130 | } |