This should make the cables a little thinner:
#ifdef FLAG_LIGHT
uniform int n_lights;
#endif
#ifdef FLAG_DIFFUSE_MAP
uniform sampler2D sBasemap;
#endif
#ifdef FLAG_GLOW_MAP
uniform sampler2D sGlowmap;
#endif
#ifdef FLAG_SPEC_MAP
uniform sampler2D sSpecmap;
#endif
#ifdef FLAG_ENV_MAP
uniform samplerCube sEnvmap;
uniform bool alpha_spec;
varying vec3 envReflect;
#endif
#ifdef FLAG_NORMAL_MAP
uniform sampler2D sNormalmap;
varying mat3 tbnMatrix;
#endif
#ifdef FLAG_FOG
varying float fogDist;
#endif
#ifdef FLAG_ANIMATED
uniform sampler2D sFramebuffer;
uniform int effect_num;
uniform float anim_timer;
uniform float vpwidth;
uniform float vpheight;
#endif
varying vec4 position;
varying vec3 lNormal;
#if SHADER_MODEL == 2
#define MAX_LIGHTS 2
#else
#define MAX_LIGHTS 8
#endif
#define SPEC_INTENSITY_POINT 5.3 // Point light
#define SPEC_INTENSITY_DIRECTIONAL 3.0 // Directional light
#define SPECULAR_FACTOR 1.75
#define SPECULAR_ALPHA 0.1
#define SPEC_FACTOR_NO_SPEC_MAP 0.6
#define ENV_ALPHA_FACTOR 0.3
#define GLOW_MAP_INTENSITY 1.5
#define AMBIENT_LIGHT_BOOST 1.0
void main()
{
vec3 eyeDir = vec3(normalize(-position).xyz); // Camera is at (0,0,0) in ModelView space
vec4 lightAmbientDiffuse = vec4(0.0, 0.0, 0.0, 1.0);
vec4 lightDiffuse = vec4(0.0, 0.0, 0.0, 1.0);
vec4 lightAmbient = vec4(0.0, 0.0, 0.0, 1.0);
vec4 lightSpecular = vec4(0.0, 0.0, 0.0, 1.0);
vec2 texCoord = gl_TexCoord[0].xy;
#ifdef FLAG_ANIMATED
vec2 screenPos;
if(effect_num == 2)
{
screenPos = gl_FragCoord.xy * vec2(vpwidth,vpheight);
}
#endif
#ifdef FLAG_LIGHT
#ifdef FLAG_NORMAL_MAP
// Normal map - convert from DXT5nm
vec3 normal;
normal.rg = (texture2D(sNormalmap, texCoord).ag * 2.0) - 1.0;
#ifdef FLAG_ENV_MAP
vec3 envOffset = vec3(0.0);
envOffset.xy = normal.xy;
#endif
normal.b = sqrt(1.0 - dot(normal.rg, normal.rg));
normal = tbnMatrix * normal;
float norm = length(normal);
if( length(normal) > 0.0) // fix broken normal maps
normal /= norm ;
else
normal = tbnMatrix * vec3(0.0, 0.0, 1.0);
#else
vec3 normal = lNormal;
#endif
vec3 lightDir;
lightAmbient = gl_FrontMaterial.emission + (gl_LightModel.ambient * gl_FrontMaterial.ambient);
float dist;
#pragma optionNV unroll all
for (int i = 0; i < MAX_LIGHTS; ++i) {
#if SHADER_MODEL > 2
if (i > n_lights)
break;
#endif
float specularIntensity = 1.0;
float attenuation = 1.0;
// Attenuation and light direction
#if SHADER_MODEL > 2
if (gl_LightSource[i].position.w == 1.0) {
#else
if (gl_LightSource[i].position.w == 1.0 && i != 0) {
#endif
// Positional light source
float dist = distance(gl_LightSource[i].position.xyz, position.xyz);
lightDir = (gl_LightSource[i].position.xyz - position.xyz);
#if SHADER_MODEL > 2
if (gl_LightSource[i].spotCutoff < 91.0) { // Tube light
float beamlength = length(gl_LightSource[i].spotDirection);
vec3 beamDir = normalize(gl_LightSource[i].spotDirection);
float neardist = dot(position.xyz - gl_LightSource[i].position.xyz , beamDir); // Get nearest point on line
vec3 nearest = gl_LightSource[i].position.xyz - beamDir * abs(neardist); // Move back from the endpoint of the beam along the beam by the distance we calculated
lightDir = nearest - position.xyz;
dist = length(lightDir);
}
#endif
lightDir = normalize(lightDir);
attenuation = 1.0 / (gl_LightSource[i].constantAttenuation + (gl_LightSource[i].linearAttenuation * dist) + (gl_LightSource[i].quadraticAttenuation * dist * dist));
specularIntensity = SPEC_INTENSITY_POINT;
} else {
// Directional light source
lightDir = normalize(gl_LightSource[i].position.xyz);
specularIntensity = SPEC_INTENSITY_DIRECTIONAL; // Directional light
}
// Ambient and Diffuse
lightAmbient += (gl_FrontLightProduct[i].ambient * attenuation);
lightDiffuse += (gl_FrontLightProduct[i].diffuse * (max(dot(normal, lightDir), 0.0)) * attenuation);
// Specular
float NdotHV = clamp(dot(normal, normalize(eyeDir + lightDir)), 0.0, 1.0);
lightSpecular += ((gl_FrontLightProduct[i].specular * pow(NdotHV, gl_FrontMaterial.shininess)) * attenuation) * specularIntensity;
}
lightAmbientDiffuse = lightAmbient + lightDiffuse;
#else
lightAmbientDiffuse = gl_Color;
lightSpecular = gl_SecondaryColor;
#endif
#ifdef FLAG_ANIMATED
vec2 distort = vec2(cos(position.x*position.w*0.005+anim_timer*20.0)*sin(position.y*position.w*0.005),sin(position.x*position.w*0.005+anim_timer*20.0)*cos(position.y*position.w*0.005))*0.03;
#endif
#ifdef FLAG_DIFFUSE_MAP
// Base color
#ifdef FLAG_ANIMATED
vec4 baseColor;
if(effect_num == 2)
{
baseColor = texture2D(sBasemap, texCoord + distort*(1.0-anim_timer));
}
else
{
baseColor = texture2D(sBasemap, texCoord);
}
#else
vec4 baseColor = texture2D(sBasemap, texCoord);
#endif
#else
vec4 baseColor = gl_Color;
#endif
vec4 fragmentColor;
fragmentColor.rgb = baseColor.rgb * max(lightAmbientDiffuse.rgb * AMBIENT_LIGHT_BOOST, gl_LightModel.ambient.rgb - 0.425);
fragmentColor.a = baseColor.a;
#ifdef FLAG_SPEC_MAP
// Spec color
fragmentColor.rgb += lightSpecular.rgb * (texture2D(sSpecmap, texCoord).rgb * SPECULAR_FACTOR);
fragmentColor.a += (dot(lightSpecular.a, lightSpecular.a) * SPECULAR_ALPHA);
#else
fragmentColor.rgb += lightSpecular.rgb * (baseColor.rgb * SPEC_FACTOR_NO_SPEC_MAP);
#endif
#ifdef FLAG_ENV_MAP
// Env color
#ifdef FLAG_NORMAL_MAP
vec3 envReflectNM = envReflect + envOffset;
vec3 envIntensity = (alpha_spec) ? vec3(texture2D(sSpecmap, texCoord).a) : texture2D(sSpecmap, texCoord).rgb;
fragmentColor.a += (dot(textureCube(sEnvmap, envReflectNM).rgb, textureCube(sEnvmap, envReflectNM).rgb) * ENV_ALPHA_FACTOR);
fragmentColor.rgb += textureCube(sEnvmap, envReflectNM).rgb * envIntensity;
#else
vec3 envIntensity = (alpha_spec) ? vec3(texture2D(sSpecmap, texCoord).a) : texture2D(sSpecmap, texCoord).rgb;
fragmentColor.a += (dot(textureCube(sEnvmap, envReflect).rgb, textureCube(sEnvmap, envReflect).rgb) * ENV_ALPHA_FACTOR);
fragmentColor.rgb += textureCube(sEnvmap, envReflect).rgb * envIntensity;
#endif
#endif
#ifdef FLAG_GLOW_MAP
// Glow color
fragmentColor.rgb += texture2D(sGlowmap, texCoord).rgb * GLOW_MAP_INTENSITY;
#endif
#ifdef FLAG_FOG
fragmentColor.rgb = mix(fragmentColor.rgb, gl_Fog.color.rgb, fogDist);
#endif
#ifdef FLAG_ANIMATED
if(effect_num == 0)
{
float shinefactor = 1.0/(1.0 + pow((fract(abs(gl_TexCoord[0].x))-anim_timer) * 1000.0, 2.0)) * 1000.0;
gl_FragColor.rgb = fragmentColor.rgb + vec3(shinefactor);
gl_FragColor.a = fragmentColor.a * clamp(shinefactor * (fract(abs(gl_TexCoord[0].x))-anim_timer) * -10000.0,0.0,1.0);
}
if(effect_num == 1)
{
float shinefactor = 1.0/(1.0 + pow((position.y-anim_timer), 2.0));
gl_FragColor.rgb = fragmentColor.rgb + vec3(shinefactor);
#ifdef FLAG_LIGHT
gl_FragColor.a = fragmentColor.a;
#else
gl_FragColor.a = clamp((position.y-anim_timer) * 10000.0,0.0,1.0);
#endif
}
if(effect_num == 2)
{
gl_FragColor.a = fragmentColor.a;
float cloak_interp = sin(position.x*position.w*0.005+anim_timer*20.0)*sin(position.y*position.w*0.005)*0.5-0.5; //+ anim_timer*0.1*vec2(sin(screenPos.y*50.0))
#ifdef FLAG_LIGHT
gl_FragColor.rgb = mix(texture2D(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*normal.xy).rgb,fragmentColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
#else
gl_FragColor.rgb = mix(texture2D(sFramebuffer, screenPos + distort*anim_timer + anim_timer*0.1*lNormal.xy).rgb,fragmentColor.rgb,clamp(cloak_interp+anim_timer*2.0,0.0,1.0));
#endif
}
#else
gl_FragColor = fragmentColor;
#endif
}