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nuclear@2
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1 #ifdef GL_ES
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2 precision mediump float;
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3 #endif
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4
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5 uniform sampler2D tex, tex_norm;
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6
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7 varying vec3 vpos, normal, tangent;
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8 varying vec4 color, tc;
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9 varying vec3 lpos;
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10
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11 void main()
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12 {
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13 vec4 fog_color = vec4(0.0, 0.0, 0.0, 1.0);
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14 vec3 tcol = texture2D(tex, tc.xy * vec2(1.0, -1.0)).xyz;
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15 vec3 tnorm = texture2D(tex_norm, tc.xy * vec2(1.0, -1.0)).xyz;
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16
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17 float fog = exp(-(0.2 * -vpos.z));
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18
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19 vec3 ldir = lpos - vpos;
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20 float ldist = length(ldir);
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21
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22 /* bring the light direction to tangent space */
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23 vec3 norm = normalize(normal);
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24 vec3 tang = normalize(tangent);
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25 vec3 bitan = cross(norm, tang);
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26
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27 mat3 tbn_xform = mat3(tang.x, bitan.x, norm.x,
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28 tang.y, bitan.y, norm.y,
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29 tang.z, bitan.z, norm.z);
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30
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31 vec3 l = normalize(tbn_xform * ldir);
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32
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33 /* grab normal from the normalmap */
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34 vec3 n = normalize(tnorm * 2.0 - 1.0);
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35
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36 float diffuse = max(dot(n, l), 0.0);
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37
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38 /* blinn-phong specular */
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39 vec3 v = normalize(-vpos);
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40 vec3 h = normalize(v + l);
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41 float specular = pow(max(dot(n, h), 0.0), 60.0);
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42
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43 const vec3 amb = vec3(0.02, 0.02, 0.02);
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44
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45 float att = clamp(1.0 / (0.5 * (ldist * ldist)), 0.0, 1.0);
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46
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47 vec3 dif = tcol * diffuse * att;
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48 vec3 spec = vec3(0.6, 0.6, 0.6) * specular * att;
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49
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50 gl_FragColor = vec4(fog * (amb + dif + spec), 1.0);
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51 }
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