uniform sampler2D tex0; uniform sampler2D tex1; uniform float u_fxparams; uniform vec3 u_skyTop; uniform vec3 u_skyBot; #define shininess (u_fxparams) // matfx: // case 1 normal envmap // custom1 (4.0, 1.0, 1.0, coef) // custom2 (0.25, 3.0, 1.0, 1.0) // case 2 too strong // custom1 (4.0, 1.0, 2.0, coef) // custom2 (0.5, 3.0, 1.0, 1.0) // ???: practically no fresnel // custom1 (4.0, 1.25, 0.01, coef) // custom2 (1.0, 2.0, 1.1, 2.0) #define power (4.0) #define preMult (1.0) #define postMult (1.0) #define minRefl (0.25) #define maxRefl (3.0) #define minOpacity (1.0) #define maxOpacity (1.0) //#define preMult (1.0) //#define postMult (2.0) //#define minRefl (0.5) //#define maxRefl (3.0) //#define minOpacity (1.0) //#define maxOpacity (1.0) //#define preMult (1.25) //#define postMult (0.01) //#define minRefl (1.0) //#define maxRefl (2.0) //#define minOpacity (1.1) //#define maxOpacity (2.0) FSIN vec4 v_color; FSIN vec2 v_tex0; FSIN vec2 v_tex1; FSIN float v_fog; FSIN vec2 v_reflData; #define v_NdotV (v_reflData.x) #define v_lightingCont (v_reflData.y) void main(void) { vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); vec3 envtex = texture(tex1, v_tex1).rgb; // V flipped vec3 skyColour = mix(u_skyBot, u_skyTop, envtex.g); vec3 envOut = mix(envtex.rrr, skyColour, envtex.b); float fresnel = mix(shininess, shininess * 2.0, v_NdotV); fresnel = pow(v_NdotV * preMult, power); fresnel = clamp(fresnel * postMult, 0.0, 1.0); float reflectivity = v_lightingCont * mix(minRefl, maxRefl, fresnel)*shininess; float opacity = mix(minOpacity, maxOpacity, fresnel)*pass1.a; vec4 color = pass1 + vec4(reflectivity * envOut, 0.0); color.a = opacity; color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog); DoAlphaTest(color.a); FRAGCOLOR(color); }