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[require]
GLSL >= 1.10
[fragment shader]
#version 120
#pragma debug(on)
varying float vertexDistance;
varying vec3 normal, lightDir, eyeVec;
uniform sampler2D Texture0;
uniform sampler2D Texture1;
uniform sampler2D Texture2;
uniform vec4 teamcolour;
uniform int tcmask, normalmap;
uniform int fogEnabled;
uniform bool ecmEffect;
uniform float graphicsCycle;
void main(void)
{
vec4 mask, colour;
vec4 light = (gl_FrontLightModelProduct.sceneColor * gl_FrontMaterial.ambient) + (gl_LightSource[0].ambient * gl_FrontMaterial.ambient);
vec3 N = normalize(normal);
vec3 L = normalize(lightDir);
float lambertTerm = dot(N, L);
if (lambertTerm > 0.0)
{
light += gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * lambertTerm;
vec3 E = normalize(eyeVec);
vec3 R = reflect(-L, N);
float specular = pow(max(dot(R, E), 0.0), gl_FrontMaterial.shininess);
light += gl_LightSource[0].specular * gl_FrontMaterial.specular * specular;
}
// Get color from texture unit 0, merge with lighting
colour = texture2D(Texture0, gl_TexCoord[0].st) * light;
if (tcmask == 1)
{
// Get tcmask information from texture unit 1
mask = texture2D(Texture1, gl_TexCoord[0].st);
// Apply color using grain merge with tcmask
gl_FragColor = (colour + (teamcolour - 0.5) * mask.a) * gl_Color;
}
else
{
gl_FragColor = colour * gl_Color;
}
if (ecmEffect)
{
gl_FragColor.a = 0.45 + 0.225 * graphicsCycle;
}
if (fogEnabled > 0)
{
// Calculate linear fog
float fogFactor = (gl_Fog.end - vertexDistance) / (gl_Fog.end - gl_Fog.start);
fogFactor = clamp(fogFactor, 0.0, 1.0);
// Return fragment color
gl_FragColor = mix(gl_Fog.color, gl_FragColor, fogFactor);
}
}
[vertex shader]
#version 120
#pragma debug(on)
uniform float stretch;
varying float vertexDistance;
varying vec3 normal, lightDir, eyeVec;
void main(void)
{
vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
vec4 position = gl_Vertex;
// Pass texture coordinates to fragment shader
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
// Lighting -- we pass these to the fragment shader
normal = gl_NormalMatrix * gl_Normal;
lightDir = vec3(gl_LightSource[0].position.xyz - vVertex);
eyeVec = -vVertex;
gl_FrontColor = gl_Color;
// Implement building stretching to accomodate terrain
if (position.y <= 0.0)
{
position.y -= stretch;
}
// Translate every vertex according to the Model View and Projection Matrix
gl_Position = gl_ModelViewProjectionMatrix * position;
// Remember vertex distance
vertexDistance = gl_Position.z;
}
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