stk-code_catmod/data/shaders/water_fog.frag

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GLSL
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// Shader based on work by Fabien Sanglard
// Released under the terms of CC-BY 3.0
uniform sampler2D BumpTex1; // Normal map 1
uniform sampler2D BumpTex2; // Normal map 2
uniform sampler2D DecalTex; //The texture
uniform vec2 delta1;
uniform vec2 delta2;
varying vec3 lightVec;
varying vec3 halfVec;
varying vec3 eyeVec;
varying vec4 coord;
uniform vec4 fogColor;
uniform float fogFrom;
uniform float fogTo;
void main()
{
// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
vec3 normal = 2.0 * texture2D (BumpTex1, gl_TexCoord[0].st + delta1).rgb - 1.0;
vec3 normal2 = 2.0 * texture2D (BumpTex2, gl_TexCoord[0].st + delta2).rgb - 1.0;
// scale normals
normal.y = 4.0*normal.y;
normal2.y = 4.0*normal2.y;
normal = (normalize(normal) + normalize(normal2))/2.0;
// compute diffuse lighting
float lamberFactor = max (dot (lightVec, normal), 0.0);
vec4 diffuseMaterial;
vec4 diffuseLight;
diffuseMaterial = texture2D (DecalTex, gl_TexCoord[0].st + vec2(delta1.x, 0.0));
diffuseLight = vec4(1.0, 1.0, 1.0, 1.0);
//if (lamberFactor < 0.7)
//{
// lamberFactor = 0.0;
//}
gl_FragColor = diffuseMaterial * (0.3 + lamberFactor*0.7);
// specular (phong)
vec3 R = normalize(reflect(lightVec, normal));
float specular = max(dot(R,eyeVec),0.0);
if (specular > 0.0)
{
// weak specular
specular = specular*specular;
specular = specular*specular;
float specular_weak = specular*0.05;
gl_FragColor += vec4(specular_weak, specular_weak, specular_weak, 0.0);
// strong specular
specular = specular*specular;
float specular_strong = specular*0.3;
gl_FragColor += vec4(specular_strong, specular_strong, specular_strong, 0.0);
}
if (coord.z > fogTo)
{
gl_FragColor = fogColor;
}
else if (coord.z > fogFrom)
{
float fogIntensity = (coord.z - fogFrom) / (fogTo - fogFrom);
gl_FragColor = fogIntensity*fogColor + (1.0 - fogIntensity)*gl_FragColor;
}
}