// a track drawn with the textures of the tracks joined at its ends blended in near them (world/TrackBlend.h): the weights of the // tracks joined at the ends p1, p2 and p4 of a switch in UserData.yzw, their textures in diffuse1..3, normalmap1..3, faded into // the texture of the track. the including shader declares the textures and sets: // TRACKBLEND_NORMALMAP with the normal maps of the four, lit as the shader of the material of the track: param[2].x 0 as // mat_default, 1 normalmap, 2 sunlessnormalmap, 3 shadowlessnormalmap // TRACKBLEND_SPECGLOSS the specgloss map of the track itself as well, the textures of the ends p1 and p2 alone (no room // for a third set of them) // TRACKBLEND_PARALLAX with the normal maps, as mat_parallax: each texture shifted by the heights in its own normal map in vec3 f_normal; in vec2 f_coord; in vec4 f_pos; #ifdef TRACKBLEND_NORMALMAP in mat3 f_tbn; #endif #ifdef TRACKBLEND_PARALLAX in vec3 TangentFragPos; #endif in vec4 f_clip_pos; in vec4 f_clip_future_pos; #include #param (color, 0, 0, 4, diffuse) #param (diffuse, 1, 0, 1, diffuse) #param (specular, 1, 1, 1, specular) #param (reflection, 1, 2, 1, zero) #param (glossiness, 1, 3, 1, glossiness) #param (blendlighting, 2, 0, 1, zero) layout(location = 0) out vec4 out_color; #if MOTIONBLUR_ENABLED layout(location = 1) out vec4 out_motion; #endif #include #include #include #ifdef TRACKBLEND_PARALLAX // the texture coordinates shifted by the heights (b) of the normal map, as ParallaxMapping() of mat_parallax.frag vec2 parallax_coord(sampler2D heights, vec2 coord, vec3 viewdir, vec2 dcoorddx, vec2 dcoorddy) { float pos_len = length(f_pos.xyz); if (pos_len > 100.0) return coord; float fade = 1.0 - smoothstep(80.0, 100.0, pos_len); #if EXTRAEFFECTS_ENABLED const float minLayers = 8.0; const float maxLayers = 32.0; float LayersWeight = pos_len / 20.0; vec2 currentTexCoords = coord; float currentDepthMapValue = textureGrad(heights, currentTexCoords, dcoorddx, dcoorddy).b; LayersWeight = min(abs(dot(vec3(0.0, 0.0, 1.0), viewdir)), LayersWeight); float numLayers = mix(maxLayers, minLayers, clamp(LayersWeight, 0.0, 1.0)); float layerDepth = 1.0 / numLayers; float currentLayerDepth = 0.0; vec2 P = viewdir.xy * param[2].y * fade; vec2 deltaTexCoords = P / numLayers; while (currentLayerDepth < currentDepthMapValue) { currentTexCoords -= deltaTexCoords; currentDepthMapValue = textureGrad(heights, currentTexCoords, dcoorddx, dcoorddy).b; currentLayerDepth += layerDepth; } vec2 prevTexCoords = currentTexCoords + deltaTexCoords; float afterDepth = currentDepthMapValue - currentLayerDepth; float beforeDepth = textureGrad(heights, prevTexCoords, dcoorddx, dcoorddy).b - currentLayerDepth + layerDepth; float weight = afterDepth / (afterDepth - beforeDepth); return prevTexCoords * weight + currentTexCoords * (1.0 - weight); #else float height = textureGrad(heights, coord, dcoorddx, dcoorddy).b; vec2 p = viewdir.xy / viewdir.z * (height * (param[2].y - param[2].z) * 0.2) * fade; return coord - p; #endif } // each texture at the coordinates shifted by the heights of its own normal map #define TRACKBLEND_COORD(heights) parallax_coord(heights, f_coord, viewdir, dx, dy) #else #define TRACKBLEND_COORD(heights) f_coord #endif void main() { // how far the fragment is into the track from the ends, in the lengths of their blending (track_blend::blending::weigh()): // from -100 down where the track joined there doesn't blend back and its texture goes all the way to the joint, 10000 where // nothing's blended at the end #ifdef TRACKBLEND_SPECGLOSS vec3 along = vec3(UserData.yz, 10000.0); #else vec3 along = UserData.yzw; #endif vec3 single = vec3(lessThan(along, vec3(-50.0))); vec3 fraction = mix(along, -100.0 - along, single); vec3 weights = mix(vec3(0.5), vec3(1.0), single) * clamp(1.0 - fraction, 0.0, 1.0); float total = weights.x + weights.y + weights.z; if (total > 1.0) { weights /= total; total = 1.0; } // the gradients are taken outside the branches the textures are sampled in vec2 dx = dFdx(f_coord); vec2 dy = dFdy(f_coord); #ifdef TRACKBLEND_PARALLAX vec3 viewdir = normalize(vec3(0.0) - TangentFragPos); #endif vec2 coord = TRACKBLEND_COORD(normalmap); vec4 tex_color = textureGrad(diffuse, coord, dx, dy); #ifdef TRACKBLEND_NORMALMAP vec4 tex_normal = textureGrad(normalmap, coord, dx, dy); #endif if (total > 0.0) { vec4 blended = tex_color * (1.0 - total); #ifdef TRACKBLEND_NORMALMAP vec4 blendednormal = tex_normal * (1.0 - total); #endif if (weights.x > 0.0) { vec2 coord1 = TRACKBLEND_COORD(normalmap1); blended += textureGrad(diffuse1, coord1, dx, dy) * weights.x; #ifdef TRACKBLEND_NORMALMAP blendednormal += textureGrad(normalmap1, coord1, dx, dy) * weights.x; #endif } if (weights.y > 0.0) { vec2 coord2 = TRACKBLEND_COORD(normalmap2); blended += textureGrad(diffuse2, coord2, dx, dy) * weights.y; #ifdef TRACKBLEND_NORMALMAP blendednormal += textureGrad(normalmap2, coord2, dx, dy) * weights.y; #endif } #ifndef TRACKBLEND_SPECGLOSS if (weights.z > 0.0) { vec2 coord3 = TRACKBLEND_COORD(normalmap3); blended += textureGrad(diffuse3, coord3, dx, dy) * weights.z; #ifdef TRACKBLEND_NORMALMAP blendednormal += textureGrad(normalmap3, coord3, dx, dy) * weights.z; #endif } #endif tex_color = blended; #ifdef TRACKBLEND_NORMALMAP tex_normal = blendednormal; #endif } bool alphatestfail = ( opacity >= 0.0 ? (tex_color.a < opacity) : (tex_color.a >= -opacity) ); if(alphatestfail) discard; vec3 fragcolor = ambient; #ifdef TRACKBLEND_NORMALMAP vec3 normal; normal.xy = (tex_normal.rg * 2.0 - 1.0); normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); float reflectivity = param[1].z * tex_normal.a; #ifdef TRACKBLEND_SPECGLOSS vec4 tex_specgloss = textureGrad(specgloss, coord, dx, dy); float specularity = tex_specgloss.r; glossiness = tex_specgloss.g * abs(param[1].w); metalic = tex_specgloss.b; #else float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; legacy_gloss(); #endif int lighting = int(param[2].x + 0.5); if (lighting == 2) fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); else fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, (lighting == 3 ? 1.0 : shadow_tone)); #else vec3 fragnormal = normalize(f_normal); matte = true; fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, 0.0, 0.0, shadow_tone); #endif vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); #if POSTFX_ENABLED out_color = color; #else out_color = tonemap(color); #endif #if MOTIONBLUR_ENABLED { vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5; vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5; out_motion = vec4(a - b, 0.0f, tex_color.a * alpha_mult); } #endif }