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	[no sq] Move shaders & remove dead Irrlicht tests (#15006)
* Move irrlicht shaders to correct place * Remove unused Irrlicht tests
This commit is contained in:
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| ../../irr/media/Shaders | ||||
							
								
								
									
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								client/shaders/Irrlicht/OneTextureBlend.fsh
									
									
									
									
									
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								client/shaders/Irrlicht/OneTextureBlend.fsh
									
									
									
									
									
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| #version 100 | ||||
|  | ||||
| precision mediump float; | ||||
|  | ||||
| /* Uniforms */ | ||||
|  | ||||
| uniform int uTextureUsage0; | ||||
| uniform sampler2D uTextureUnit0; | ||||
| uniform int uBlendType; | ||||
| uniform int uFogEnable; | ||||
| uniform int uFogType; | ||||
| uniform vec4 uFogColor; | ||||
| uniform float uFogStart; | ||||
| uniform float uFogEnd; | ||||
| uniform float uFogDensity; | ||||
|  | ||||
| /* Varyings */ | ||||
|  | ||||
| varying vec2 vTextureCoord0; | ||||
| varying vec4 vVertexColor; | ||||
| varying float vFogCoord; | ||||
|  | ||||
| float computeFog() | ||||
| { | ||||
| 	const float LOG2 = 1.442695; | ||||
| 	float FogFactor = 0.0; | ||||
|  | ||||
| 	if (uFogType == 0) // Exp | ||||
| 	{ | ||||
| 		FogFactor = exp2(-uFogDensity * vFogCoord * LOG2); | ||||
| 	} | ||||
| 	else if (uFogType == 1) // Linear | ||||
| 	{ | ||||
| 		float Scale = 1.0 / (uFogEnd - uFogStart); | ||||
| 		FogFactor = (uFogEnd - vFogCoord) * Scale; | ||||
| 	} | ||||
| 	else if (uFogType == 2) // Exp2 | ||||
| 	{ | ||||
| 		FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2); | ||||
| 	} | ||||
|  | ||||
| 	FogFactor = clamp(FogFactor, 0.0, 1.0); | ||||
|  | ||||
| 	return FogFactor; | ||||
| } | ||||
|  | ||||
| void main() | ||||
| { | ||||
| 	vec4 Color0 = vVertexColor; | ||||
| 	vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0); | ||||
|  | ||||
| 	if (bool(uTextureUsage0)) | ||||
| 		Color1 = texture2D(uTextureUnit0, vTextureCoord0); | ||||
|  | ||||
| 	vec4 FinalColor = Color0 * Color1; | ||||
|  | ||||
| 	if (uBlendType == 1) | ||||
| 	{ | ||||
| 		FinalColor.w = Color0.w; | ||||
| 	} | ||||
| 	else if (uBlendType == 2) | ||||
| 	{ | ||||
| 		FinalColor.w = Color1.w; | ||||
| 	} | ||||
|  | ||||
| 	if (bool(uFogEnable)) | ||||
| 	{ | ||||
| 		float FogFactor = computeFog(); | ||||
| 		vec4 FogColor = uFogColor; | ||||
| 		FogColor.a = 1.0; | ||||
| 		FinalColor = mix(FogColor, FinalColor, FogFactor); | ||||
| 	} | ||||
|  | ||||
| 	gl_FragColor = FinalColor; | ||||
| } | ||||
							
								
								
									
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								client/shaders/Irrlicht/Renderer2D.fsh
									
									
									
									
									
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										23
									
								
								client/shaders/Irrlicht/Renderer2D.fsh
									
									
									
									
									
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							| @@ -0,0 +1,23 @@ | ||||
| #version 100 | ||||
|  | ||||
| precision mediump float; | ||||
|  | ||||
| /* Uniforms */ | ||||
|  | ||||
| uniform int uTextureUsage; | ||||
| uniform sampler2D uTextureUnit; | ||||
|  | ||||
| /* Varyings */ | ||||
|  | ||||
| varying vec2 vTextureCoord; | ||||
| varying vec4 vVertexColor; | ||||
|  | ||||
| void main() | ||||
| { | ||||
| 	vec4 Color = vVertexColor; | ||||
|  | ||||
| 	if (bool(uTextureUsage)) | ||||
| 		Color *= texture2D(uTextureUnit, vTextureCoord); | ||||
|  | ||||
| 	gl_FragColor = Color; | ||||
| } | ||||
							
								
								
									
										24
									
								
								client/shaders/Irrlicht/Renderer2D.vsh
									
									
									
									
									
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								client/shaders/Irrlicht/Renderer2D.vsh
									
									
									
									
									
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							| @@ -0,0 +1,24 @@ | ||||
| #version 100 | ||||
|  | ||||
| /* Attributes */ | ||||
|  | ||||
| attribute vec4 inVertexPosition; | ||||
| attribute vec4 inVertexColor; | ||||
| attribute vec2 inTexCoord0; | ||||
|  | ||||
| /* Uniforms */ | ||||
|  | ||||
| uniform float uThickness; | ||||
|  | ||||
| /* Varyings */ | ||||
|  | ||||
| varying vec2 vTextureCoord; | ||||
| varying vec4 vVertexColor; | ||||
|  | ||||
| void main() | ||||
| { | ||||
| 	gl_Position = inVertexPosition; | ||||
| 	gl_PointSize = uThickness; | ||||
| 	vTextureCoord = inTexCoord0; | ||||
| 	vVertexColor = inVertexColor.bgra; | ||||
| } | ||||
							
								
								
									
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								client/shaders/Irrlicht/Renderer2D_noTex.fsh
									
									
									
									
									
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								client/shaders/Irrlicht/Renderer2D_noTex.fsh
									
									
									
									
									
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							| @@ -0,0 +1,11 @@ | ||||
| #version 100 | ||||
|  | ||||
| precision mediump float; | ||||
|  | ||||
| /* Varyings */ | ||||
| varying vec4 vVertexColor; | ||||
|  | ||||
| void main() | ||||
| { | ||||
| 	gl_FragColor = vVertexColor; | ||||
| } | ||||
							
								
								
									
										62
									
								
								client/shaders/Irrlicht/Solid.fsh
									
									
									
									
									
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								client/shaders/Irrlicht/Solid.fsh
									
									
									
									
									
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							| @@ -0,0 +1,62 @@ | ||||
| #version 100 | ||||
|  | ||||
| precision mediump float; | ||||
|  | ||||
| /* Uniforms */ | ||||
|  | ||||
| uniform int uTextureUsage0; | ||||
| uniform sampler2D uTextureUnit0; | ||||
| uniform int uFogEnable; | ||||
| uniform int uFogType; | ||||
| uniform vec4 uFogColor; | ||||
| uniform float uFogStart; | ||||
| uniform float uFogEnd; | ||||
| uniform float uFogDensity; | ||||
|  | ||||
| /* Varyings */ | ||||
|  | ||||
| varying vec2 vTextureCoord0; | ||||
| varying vec4 vVertexColor; | ||||
| varying float vFogCoord; | ||||
|  | ||||
| float computeFog() | ||||
| { | ||||
| 	const float LOG2 = 1.442695; | ||||
| 	float FogFactor = 0.0; | ||||
|  | ||||
| 	if (uFogType == 0) // Exp | ||||
| 	{ | ||||
| 		FogFactor = exp2(-uFogDensity * vFogCoord * LOG2); | ||||
| 	} | ||||
| 	else if (uFogType == 1) // Linear | ||||
| 	{ | ||||
| 		float Scale = 1.0 / (uFogEnd - uFogStart); | ||||
| 		FogFactor = (uFogEnd - vFogCoord) * Scale; | ||||
| 	} | ||||
| 	else if (uFogType == 2) // Exp2 | ||||
| 	{ | ||||
| 		FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2); | ||||
| 	} | ||||
|  | ||||
| 	FogFactor = clamp(FogFactor, 0.0, 1.0); | ||||
|  | ||||
| 	return FogFactor; | ||||
| } | ||||
|  | ||||
| void main() | ||||
| { | ||||
| 	vec4 Color = vVertexColor; | ||||
|  | ||||
| 	if (bool(uTextureUsage0)) | ||||
| 		Color *= texture2D(uTextureUnit0, vTextureCoord0); | ||||
|  | ||||
| 	if (bool(uFogEnable)) | ||||
| 	{ | ||||
| 		float FogFactor = computeFog(); | ||||
| 		vec4 FogColor = uFogColor; | ||||
| 		FogColor.a = 1.0; | ||||
| 		Color = mix(FogColor, Color, FogFactor); | ||||
| 	} | ||||
|  | ||||
| 	gl_FragColor = Color; | ||||
| } | ||||
							
								
								
									
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								client/shaders/Irrlicht/Solid.vsh
									
									
									
									
									
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								client/shaders/Irrlicht/Solid.vsh
									
									
									
									
									
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							| @@ -0,0 +1,38 @@ | ||||
| #version 100 | ||||
|  | ||||
| /* Attributes */ | ||||
|  | ||||
| attribute vec3 inVertexPosition; | ||||
| attribute vec3 inVertexNormal; | ||||
| attribute vec4 inVertexColor; | ||||
| attribute vec2 inTexCoord0; | ||||
|  | ||||
| /* Uniforms */ | ||||
|  | ||||
| uniform mat4 uWVPMatrix; | ||||
| uniform mat4 uWVMatrix; | ||||
| uniform mat4 uNMatrix; | ||||
| uniform mat4 uTMatrix0; | ||||
|  | ||||
| uniform float uThickness; | ||||
|  | ||||
| /* Varyings */ | ||||
|  | ||||
| varying vec2 vTextureCoord0; | ||||
| varying vec4 vVertexColor; | ||||
| varying float vFogCoord; | ||||
|  | ||||
| void main() | ||||
| { | ||||
| 	gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0); | ||||
| 	gl_PointSize = uThickness; | ||||
|  | ||||
| 	vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0); | ||||
| 	vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy; | ||||
|  | ||||
| 	vVertexColor = inVertexColor.bgra; | ||||
|  | ||||
| 	vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz; | ||||
|  | ||||
| 	vFogCoord = length(Position); | ||||
| } | ||||
							
								
								
									
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								client/shaders/Irrlicht/TransparentAlphaChannel.fsh
									
									
									
									
									
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								client/shaders/Irrlicht/TransparentAlphaChannel.fsh
									
									
									
									
									
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							| @@ -0,0 +1,69 @@ | ||||
| #version 100 | ||||
|  | ||||
| precision mediump float; | ||||
|  | ||||
| /* Uniforms */ | ||||
|  | ||||
| uniform float uAlphaRef; | ||||
| uniform int uTextureUsage0; | ||||
| uniform sampler2D uTextureUnit0; | ||||
| uniform int uFogEnable; | ||||
| uniform int uFogType; | ||||
| uniform vec4 uFogColor; | ||||
| uniform float uFogStart; | ||||
| uniform float uFogEnd; | ||||
| uniform float uFogDensity; | ||||
|  | ||||
| /* Varyings */ | ||||
|  | ||||
| varying vec2 vTextureCoord0; | ||||
| varying vec4 vVertexColor; | ||||
| varying float vFogCoord; | ||||
|  | ||||
| float computeFog() | ||||
| { | ||||
| 	const float LOG2 = 1.442695; | ||||
| 	float FogFactor = 0.0; | ||||
|  | ||||
| 	if (uFogType == 0) // Exp | ||||
| 	{ | ||||
| 		FogFactor = exp2(-uFogDensity * vFogCoord * LOG2); | ||||
| 	} | ||||
| 	else if (uFogType == 1) // Linear | ||||
| 	{ | ||||
| 		float Scale = 1.0 / (uFogEnd - uFogStart); | ||||
| 		FogFactor = (uFogEnd - vFogCoord) * Scale; | ||||
| 	} | ||||
| 	else if (uFogType == 2) // Exp2 | ||||
| 	{ | ||||
| 		FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2); | ||||
| 	} | ||||
|  | ||||
| 	FogFactor = clamp(FogFactor, 0.0, 1.0); | ||||
|  | ||||
| 	return FogFactor; | ||||
| } | ||||
|  | ||||
| void main() | ||||
| { | ||||
| 	vec4 Color = vVertexColor; | ||||
|  | ||||
| 	if (bool(uTextureUsage0)) | ||||
| 	{ | ||||
| 		Color *= texture2D(uTextureUnit0, vTextureCoord0); | ||||
|  | ||||
| 		// TODO: uAlphaRef should rather control sharpness of alpha, don't know how to do that right now and this works in most cases. | ||||
| 		if (Color.a < uAlphaRef) | ||||
| 			discard; | ||||
| 	} | ||||
|  | ||||
| 	if (bool(uFogEnable)) | ||||
| 	{ | ||||
| 		float FogFactor = computeFog(); | ||||
| 		vec4 FogColor = uFogColor; | ||||
| 		FogColor.a = 1.0; | ||||
| 		Color = mix(FogColor, Color, FogFactor); | ||||
| 	} | ||||
|  | ||||
| 	gl_FragColor = Color; | ||||
| } | ||||
							
								
								
									
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								client/shaders/Irrlicht/TransparentAlphaChannelRef.fsh
									
									
									
									
									
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								client/shaders/Irrlicht/TransparentAlphaChannelRef.fsh
									
									
									
									
									
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							| @@ -0,0 +1,66 @@ | ||||
| #version 100 | ||||
|  | ||||
| precision mediump float; | ||||
|  | ||||
| /* Uniforms */ | ||||
|  | ||||
| uniform float uAlphaRef; | ||||
| uniform int uTextureUsage0; | ||||
| uniform sampler2D uTextureUnit0; | ||||
| uniform int uFogEnable; | ||||
| uniform int uFogType; | ||||
| uniform vec4 uFogColor; | ||||
| uniform float uFogStart; | ||||
| uniform float uFogEnd; | ||||
| uniform float uFogDensity; | ||||
|  | ||||
| /* Varyings */ | ||||
|  | ||||
| varying vec2 vTextureCoord0; | ||||
| varying vec4 vVertexColor; | ||||
| varying float vFogCoord; | ||||
|  | ||||
| float computeFog() | ||||
| { | ||||
| 	const float LOG2 = 1.442695; | ||||
| 	float FogFactor = 0.0; | ||||
|  | ||||
| 	if (uFogType == 0) // Exp | ||||
| 	{ | ||||
| 		FogFactor = exp2(-uFogDensity * vFogCoord * LOG2); | ||||
| 	} | ||||
| 	else if (uFogType == 1) // Linear | ||||
| 	{ | ||||
| 		float Scale = 1.0 / (uFogEnd - uFogStart); | ||||
| 		FogFactor = (uFogEnd - vFogCoord) * Scale; | ||||
| 	} | ||||
| 	else if (uFogType == 2) // Exp2 | ||||
| 	{ | ||||
| 		FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2); | ||||
| 	} | ||||
|  | ||||
| 	FogFactor = clamp(FogFactor, 0.0, 1.0); | ||||
|  | ||||
| 	return FogFactor; | ||||
| } | ||||
|  | ||||
| void main() | ||||
| { | ||||
| 	vec4 Color = vVertexColor; | ||||
|  | ||||
| 	if (bool(uTextureUsage0)) | ||||
| 		Color *= texture2D(uTextureUnit0, vTextureCoord0); | ||||
|  | ||||
| 	if (Color.a < uAlphaRef) | ||||
| 		discard; | ||||
|  | ||||
| 	if (bool(uFogEnable)) | ||||
| 	{ | ||||
| 		float FogFactor = computeFog(); | ||||
| 		vec4 FogColor = uFogColor; | ||||
| 		FogColor.a = 1.0; | ||||
| 		Color = mix(FogColor, Color, FogFactor); | ||||
| 	} | ||||
|  | ||||
| 	gl_FragColor = Color; | ||||
| } | ||||
							
								
								
									
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								client/shaders/Irrlicht/TransparentVertexAlpha.fsh
									
									
									
									
									
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								client/shaders/Irrlicht/TransparentVertexAlpha.fsh
									
									
									
									
									
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							| @@ -0,0 +1,62 @@ | ||||
| #version 100 | ||||
|  | ||||
| precision mediump float; | ||||
|  | ||||
| /* Uniforms */ | ||||
|  | ||||
| uniform int uTextureUsage0; | ||||
| uniform sampler2D uTextureUnit0; | ||||
| uniform int uFogEnable; | ||||
| uniform int uFogType; | ||||
| uniform vec4 uFogColor; | ||||
| uniform float uFogStart; | ||||
| uniform float uFogEnd; | ||||
| uniform float uFogDensity; | ||||
|  | ||||
| /* Varyings */ | ||||
|  | ||||
| varying vec2 vTextureCoord0; | ||||
| varying vec4 vVertexColor; | ||||
| varying float vFogCoord; | ||||
|  | ||||
| float computeFog() | ||||
| { | ||||
| 	const float LOG2 = 1.442695; | ||||
| 	float FogFactor = 0.0; | ||||
|  | ||||
| 	if (uFogType == 0) // Exp | ||||
| 	{ | ||||
| 		FogFactor = exp2(-uFogDensity * vFogCoord * LOG2); | ||||
| 	} | ||||
| 	else if (uFogType == 1) // Linear | ||||
| 	{ | ||||
| 		float Scale = 1.0 / (uFogEnd - uFogStart); | ||||
| 		FogFactor = (uFogEnd - vFogCoord) * Scale; | ||||
| 	} | ||||
| 	else if (uFogType == 2) // Exp2 | ||||
| 	{ | ||||
| 		FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2); | ||||
| 	} | ||||
|  | ||||
| 	FogFactor = clamp(FogFactor, 0.0, 1.0); | ||||
|  | ||||
| 	return FogFactor; | ||||
| } | ||||
|  | ||||
| void main() | ||||
| { | ||||
| 	vec4 Color = vVertexColor; | ||||
|  | ||||
| 	if (bool(uTextureUsage0)) | ||||
| 		Color *= texture2D(uTextureUnit0, vTextureCoord0); | ||||
|  | ||||
| 	if (bool(uFogEnable)) | ||||
| 	{ | ||||
| 		float FogFactor = computeFog(); | ||||
| 		vec4 FogColor = uFogColor; | ||||
| 		FogColor.a = 1.0; | ||||
| 		Color = mix(FogColor, Color, FogFactor); | ||||
| 	} | ||||
|  | ||||
| 	gl_FragColor = Color; | ||||
| } | ||||
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