Simplify Spheremap shader.

This commit is contained in:
Vincent Lejeune 2014-01-18 03:24:55 +01:00
parent 0058002260
commit 42e6da443a
2 changed files with 8 additions and 9 deletions

View File

@ -1,8 +1,7 @@
#version 130
uniform sampler2D tex;
noperspective in vec3 eyenor;
noperspective in vec3 viewpos;
in vec4 color;
noperspective in vec3 nor;
void main() {
@ -10,16 +9,16 @@ void main() {
const vec3 forward = vec3(0.0, 0.0, 1.0);
// get the angle between the forward vector and the horizontal portion of the normal
vec3 normal_x = normalize(vec3(eyenor.x, 0.0, eyenor.z));
float sin_theta_x = length(cross( forward, normal_x )) * eyenor.x/abs(eyenor.x);
vec3 normal_x = normalize(vec3(nor.x, 0.0, nor.z));
float sin_theta_x = length(cross( forward, normal_x )) * nor.x/abs(nor.x);
// get the angle between the forward vector and the vertical portion of the normal
vec3 normal_y = normalize(vec3(0.0, eyenor.y, eyenor.z));
float sin_theta_y = length(cross( forward, normal_y )) * eyenor.y/abs(eyenor.y);
vec3 normal_y = normalize(vec3(0.0, nor.y, nor.z));
float sin_theta_y = length(cross( forward, normal_y )) * nor.y/abs(nor.y);
vec4 detail0 = texture2D(tex, vec2(0.5 + sin_theta_x*0.5, 0.5 + sin_theta_y*0.5));
vec4 detail0 = texture2D(tex, 0.5 * vec2(sin_theta_x, sin_theta_y) + 0.5);
gl_FragData[0] = detail0 * gl_Color;
gl_FragData[0] = detail0 * color;
gl_FragData[1] = vec4(nor, gl_FragCoord.z);
gl_FragData[2] = vec4(0.);

View File

@ -97,7 +97,7 @@ void Shaders::loadShaders()
m_shaders[ES_WATER_SURFACE] = glsl(dir + "water.vert", dir + "pass.frag",
m_callbacks[ES_WATER]);
m_shaders[ES_SPHERE_MAP] = glslmat(dir + "objectpass_rimlit.vert", dir + "objectpass_spheremap.frag",
m_shaders[ES_SPHERE_MAP] = glslmat(dir + "objectpass.vert", dir + "objectpass_spheremap.frag",
m_callbacks[ES_OBJECTPASS], EMT_SOLID);
m_shaders[ES_GRASS] = glslmat(dir + "grass.vert", dir + "grass.frag",