So, I've been playing about back and forth between the versions. I think I like the first one better. The second one picks up too much noise from the normal map and does weird things with it. So, barring any other adjustments, v1 will probably be the version going into the MediaVPs.
Since there were complaints about there being too much ENV contribution to the last version I posted, here is a version with no additional ENV contributions (though, I think in a slightly less-powerful form, they add quite a good bit of atmosphere to the apperance, but it's still an experimental concept), I left the bit in for allowing a modified version, but it's also been commented out (just remove the two '//' to activate it):
#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_SPEC_MAP
vec4 specColour = texture2D(sSpecmap, texCoord);
#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;
vec3 envReflectNM = envReflect + envOffset;
vec4 envColour = textureCube(sEnvmap, envReflectNM);
// Uncomment the following line for ENV Contribution to the model lighting
//lightSpecular = (envColour * ENV_ALPHA_FACTOR) - specColour.a;
#endif
normal.b = sqrt(1.0 - dot(normal.rg, normal.rg));
normal = tbnMatrix * normal;
float norm = length(normal);
// prevent breaking of normal maps
if (length(normal) > 0.0)
normal /= norm ;
else
normal = tbnMatrix * vec3(0.0, 0.0, 1.0);
#else
vec3 normal = lNormal;
#ifdef FLAG_ENV_MAP
vec4 envColour = textureCube(sEnvmap, envReflect);
// Uncomment the following line for ENV Contribution to the model lighting
//lightSpecular = (envColour * ENV_ALPHA_FACTOR) - specColour.a;
#endif
#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
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);
// Get nearest point on line
float neardist = dot(position.xyz - gl_LightSource[i].position.xyz , beamDir);
// Move back from the endpoint of the beam along the beam by the distance we calculated
vec3 nearest = gl_LightSource[i].position.xyz - beamDir * abs(neardist);
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;
}
vec3 half_vec = normalize(lightDir + eyeDir);
// Ambient and Diffuse
lightAmbient += (gl_FrontLightProduct[i].ambient * attenuation);
lightDiffuse += (gl_FrontLightProduct[i].diffuse * (max(dot(normal, lightDir), 0.0)) * attenuation);
// Specular
#ifdef FLAG_NORMAL_MAP
mat3 tan_mat = mat3(tbnMatrix[2], tbnMatrix[1], tbnMatrix[0]);
mat3 bin_mat = mat3(tbnMatrix[2], tbnMatrix[0], tbnMatrix[1]);
vec3 tan = normalize(tan_mat * normal);
vec3 bin = normalize(bin_mat * normal);
#ifdef FLAG_SPEC_MAP
float _AlphaX = specColour.r;
float _AlphaY = specColour.g;
#else
float _AlphaX = 0.5;
float _AlphaY = 0.01;
#endif
float dotHN = clamp(dot(normal, half_vec), 0.0, 1.0);
float dotVN = clamp(dot(normal, eyeDir), 0.0001, 1.0);
float dotHTAlphaX = dot(half_vec, tan) / _AlphaX;
float dotHBAlphaY = dot(half_vec, bin) / _AlphaY;
lightSpecular += 0.5 * max(dotHN, 0.0) * exp((-2.0 * ((dotHTAlphaX * dotHTAlphaX) + (dotHBAlphaY * dotHBAlphaY))) / (1.0 + dotHN)) * gl_FrontLightProduct[i].specular * attenuation * specularIntensity;
lightSpecular += 0.5 * ((gl_FrontLightProduct[i].specular * pow(max(0.0, dotHN), gl_FrontMaterial.shininess)) * attenuation) * specularIntensity;
#else
float NdotHV = clamp(dot(normal, half_vec), 0.0, 1.0);
lightSpecular += ((gl_FrontLightProduct[i].specular * pow(NdotHV, gl_FrontMaterial.shininess)) * attenuation) * specularIntensity;
#endif
}
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
// Base color
#ifdef FLAG_DIFFUSE_MAP
#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;
// Spec color
#ifdef FLAG_SPEC_MAP
fragmentColor.rgb += lightSpecular.rgb * (specColour.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
// Env color
#ifdef FLAG_ENV_MAP
vec3 envIntensity = (alpha_spec) ? vec3(specColour.a) : specColour.rgb;
fragmentColor.a += (dot(envColour.rgb, envColour.rgb) * ENV_ALPHA_FACTOR);
fragmentColor.rgb += envColour.rgb * envIntensity;
#endif
// Glow color
#ifdef FLAG_GLOW_MAP
fragmentColor.rgb += texture2D(sGlowmap, texCoord).rgb * GLOW_MAP_INTENSITY;
#endif
#ifdef FLAG_FOG
fragmentColor.rgb = mix(fragmentColor.rgb, gl_Fog.color.rgb, fogDist);
#endif
//Commented out. If HDR makes a comeback, we may need this.
//fragmentColor.a = clamp(fragmentColor.a ,0.0,1.0);
#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
// ATI Wireframe fix *grumble*
gl_FragColor.a = clamp((position.y-anim_timer) * 10000.0,0.0,1.0);
#endif
}
if (effect_num == 2) {
vec2 screenPos = gl_FragCoord.xy * vec2(vpwidth,vpheight);
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;
#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
}