diff --git a/data/shaders/sp_pass.vert b/data/shaders/sp_pass.vert index 1ce18e733..ec6d7dfe0 100644 --- a/data/shaders/sp_pass.vert +++ b/data/shaders/sp_pass.vert @@ -37,6 +37,7 @@ out vec2 uv; out vec2 uv_two; out vec4 color; out vec4 world_position; +out vec3 world_normal; out float camdist; out float hue_change; @@ -52,15 +53,15 @@ void main() vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w)); vec4 v_world_position = getWorldPosition(i_origin, quaternion, i_scale.xyz, i_position); - vec3 world_normal = rotateVector(quaternion, i_normal.xyz); + vec3 v_world_normal = rotateVector(quaternion, i_normal.xyz); vec3 world_tangent = rotateVector(quaternion, i_tangent.xyz); tangent = (u_view_matrix * vec4(world_tangent, 0.0)).xyz; bitangent = (u_view_matrix * // bitangent sign - vec4(cross(world_normal, world_tangent) * i_tangent.w, 0.0) + vec4(cross(v_world_normal, world_tangent) * i_tangent.w, 0.0) ).xyz; - normal = (u_view_matrix * vec4(world_normal, 0.0)).xyz; + normal = (u_view_matrix * vec4(v_world_normal, 0.0)).xyz; uv = vec2(i_uv.x + (i_texture_trans.x * i_normal.w), i_uv.y + (i_texture_trans.y * i_normal.w)); @@ -71,4 +72,5 @@ void main() hue_change = float(i_misc_data.y) * 0.01; gl_Position = u_projection_view_matrix * v_world_position; world_position = v_world_position; + world_normal = v_world_normal; } diff --git a/data/shaders/sp_vertical_mapping.frag b/data/shaders/sp_vertical_mapping.frag new file mode 100644 index 000000000..a2a1db36c --- /dev/null +++ b/data/shaders/sp_vertical_mapping.frag @@ -0,0 +1,63 @@ +in vec3 bitangent; +in vec4 color; +in float hue_change; +in vec3 normal; +in vec3 world_normal; +in vec3 tangent; +in vec2 uv; + +layout(location = 0) out vec4 o_diffuse_color; +layout(location = 1) out vec4 o_normal_color; + +#stk_include "utils/encode_normal.frag" +#stk_include "utils/rgb_conversion.frag" +#stk_include "utils/sp_texture_sampling.frag" + +void main() +{ + vec4 col = sampleTextureLayer4(uv * 2.0); + //col = vec4(1.0, 0.0, 0.0, 1.0); + vec4 col_2 = sampleTextureLayer5(uv * 2.0);//vec4(0.0, 1.0, 0.0, 1.0); + + float factor = dot(vec3(0.,1.,1.), world_normal); + factor = clamp(factor, 0.0, 1.0); + col = mix(col_2, col, factor); + + if (hue_change > 0.0) + { + float mask = col.a; + vec3 old_hsv = rgbToHsv(col.rgb); + float mask_step = step(mask, 0.5); +#if !defined(Advanced_Lighting_Enabled) + // For similar color + float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2) +#else + float saturation = mask * 2.5; +#endif + vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(hue_change, + max(old_hsv.y, saturation)), vec2(mask_step, mask_step)); + vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z)); + col = vec4(new_color.r, new_color.g, new_color.b, 1.0); + } + + vec3 final_color = col.xyz * color.xyz; + +#if defined(Advanced_Lighting_Enabled) + vec4 layer_2 = sampleTextureLayer2(uv); + vec4 layer_3 = sampleTextureLayer3(uv); + o_diffuse_color = vec4(final_color, layer_2.z); + + vec3 tangent_space_normal = 2.0 * layer_3.xyz - 1.0; + vec3 frag_tangent = normalize(tangent); + vec3 frag_bitangent = normalize(bitangent); + vec3 frag_normal = normalize(normal); + mat3 t_b_n = mat3(frag_tangent, frag_bitangent, frag_normal); + + vec3 world_normal = t_b_n * tangent_space_normal; + + o_normal_color.xy = 0.5 * EncodeNormal(normalize(world_normal)) + 0.5; + o_normal_color.zw = layer_2.xy; +#else + o_diffuse_color = vec4(final_color, 1.0); +#endif +} diff --git a/data/shaders/sps_11_verticalMapping.xml b/data/shaders/sps_11_verticalMapping.xml new file mode 100644 index 000000000..ffab71948 --- /dev/null +++ b/data/shaders/sps_11_verticalMapping.xml @@ -0,0 +1,15 @@ + + + + + + + + + +