// basic texture + masked equirectangular envmap + gradient rim // allows for up to three different layers of environment mapping (RGB mask) #define RECIPROCAL_PI2 0.15915494 // keeping this as a define while using vec3 uniforms for the parameters // ensures that we only need to compile three versions of this material shader // (at least, because I don't know for sure how shader caching handles that) #ifndef ENV_LAYERS #define ENV_LAYERS 1 #endif #define ENV_TWOLAYER ((ENV_LAYERS == 2) || (ENV_LAYERS == 3)) #define ENV_THREELAYER (ENV_LAYERS == 3) void SetupMaterial( inout Material mat ) { vec4 base = getTexel(vTexCoord.st); vec4 mask = texture(masktex,vTexCoord.st); vec3 norm = normalize(vWorldNormal.xyz); vec3 eye = normalize(uCameraPos.xyz-pixelpos.xyz); vec3 rvec = normalize(reflect(eye,norm)); vec2 uv = vec2(atan(rvec.z,rvec.x)*RECIPROCAL_PI2+.5,asin(rvec.y)*RECIPROCAL_PI2+.5); vec2 uv2 = vec2(atan(rvec.z,abs(rvec.x))*RECIPROCAL_PI2+.5,asin(rvec.y)*RECIPROCAL_PI2+.5); vec2 dTdx = dFdx(uv2); vec2 dTdy = dFdy(uv2); float rf = 1.-abs(dot(eye,norm)); vec3 envcol = textureGrad(envtex,uv,dTdx,dTdy).rgb*EnvFact.x; float rim = smoothstep(RimStep.x,1.,rf); vec3 rimcol = textureLod(rimtex,vec2(.25+.5*rim,.5),0.).rgb; envcol = mix(envcol,rimcol,rim*RimFact.x); mat.Base = vec4(base.rgb+envcol*mask.x,base.a); #if ( ENV_TWOLAYER ) envcol = textureGrad(envtex2,uv,dTdx,dTdy).rgb*EnvFact.y; rim = smoothstep(RimStep.y,1.,rf); rimcol = textureLod(rimtex2,vec2(.25+.5*rim,.5),0.).rgb; envcol = mix(envcol,rimcol,rim*RimFact.y); mat.Base.rgb += envcol*mask.y; #endif #if ( ENV_THREELAYER ) envcol = textureGrad(envtex3,uv,dTdx,dTdy).rgb*EnvFact.z; rim = smoothstep(RimStep.z,1.,rf); rimcol = textureLod(rimtex3,vec2(.25+.5*rim,.5),0.).rgb; envcol = mix(envcol,rimcol,rim*RimFact.z); mat.Base.rgb += envcol*mask.z; #endif mat.Normal = ApplyNormalMap(vTexCoord.st); mat.Bright = texture(brighttexture,vTexCoord.st); }