mirror of
https://github.com/minetest/irrlicht.git
synced 2025-06-28 14:26:06 +02:00
Merging r5975 through r6036 from trunk to ogl-es branch.
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
70
media/Shaders/COGLES2DetailMap.fsh
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70
media/Shaders/COGLES2DetailMap.fsh
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@ -0,0 +1,70 @@
|
||||
precision mediump float;
|
||||
|
||||
/* Uniforms */
|
||||
|
||||
uniform int uTextureUsage0;
|
||||
uniform int uTextureUsage1;
|
||||
uniform sampler2D uTextureUnit0;
|
||||
uniform sampler2D uTextureUnit1;
|
||||
uniform int uFogEnable;
|
||||
uniform int uFogType;
|
||||
uniform vec4 uFogColor;
|
||||
uniform float uFogStart;
|
||||
uniform float uFogEnd;
|
||||
uniform float uFogDensity;
|
||||
|
||||
/* Varyings */
|
||||
|
||||
varying vec2 vTextureCoord0;
|
||||
varying vec2 vTextureCoord1;
|
||||
varying vec4 vVertexColor;
|
||||
varying vec4 vSpecularColor;
|
||||
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 = vec4(1.0, 1.0, 1.0, 1.0);
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||||
vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
if (bool(uTextureUsage0))
|
||||
Color0 = texture2D(uTextureUnit0, vTextureCoord0);
|
||||
|
||||
if (bool(uTextureUsage1))
|
||||
Color1 = texture2D(uTextureUnit1, vTextureCoord1);
|
||||
|
||||
vec4 FinalColor = vec4(Color0 + (Color1 - 0.5)) * vVertexColor + vSpecularColor;
|
||||
|
||||
if (bool(uFogEnable))
|
||||
{
|
||||
float FogFactor = computeFog();
|
||||
vec4 FogColor = uFogColor;
|
||||
FogColor.a = 1.0;
|
||||
FinalColor = mix(FogColor, FinalColor, FogFactor);
|
||||
}
|
||||
|
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gl_FragColor = FinalColor;
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||||
}
|
70
media/Shaders/COGLES2LightmapAdd.fsh
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70
media/Shaders/COGLES2LightmapAdd.fsh
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@ -0,0 +1,70 @@
|
||||
precision mediump float;
|
||||
|
||||
/* Uniforms */
|
||||
|
||||
uniform int uTextureUsage0;
|
||||
uniform int uTextureUsage1;
|
||||
uniform sampler2D uTextureUnit0;
|
||||
uniform sampler2D uTextureUnit1;
|
||||
uniform int uFogEnable;
|
||||
uniform int uFogType;
|
||||
uniform vec4 uFogColor;
|
||||
uniform float uFogStart;
|
||||
uniform float uFogEnd;
|
||||
uniform float uFogDensity;
|
||||
|
||||
/* Varyings */
|
||||
|
||||
varying vec2 vTextureCoord0;
|
||||
varying vec2 vTextureCoord1;
|
||||
varying vec4 vVertexColor;
|
||||
varying vec4 vSpecularColor;
|
||||
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 = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
if (bool(uTextureUsage0))
|
||||
Color0 = texture2D(uTextureUnit0, vTextureCoord0);
|
||||
|
||||
if (bool(uTextureUsage1))
|
||||
Color1 = texture2D(uTextureUnit1, vTextureCoord1);
|
||||
|
||||
vec4 FinalColor = (Color0 + Color1) * vVertexColor + vSpecularColor;
|
||||
|
||||
if (bool(uFogEnable))
|
||||
{
|
||||
float FogFactor = computeFog();
|
||||
vec4 FogColor = uFogColor;
|
||||
FogColor.a = 1.0;
|
||||
FinalColor = mix(FogColor, FinalColor, FogFactor);
|
||||
}
|
||||
|
||||
gl_FragColor = FinalColor;
|
||||
}
|
72
media/Shaders/COGLES2LightmapModulate.fsh
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72
media/Shaders/COGLES2LightmapModulate.fsh
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@ -0,0 +1,72 @@
|
||||
precision mediump float;
|
||||
|
||||
/* Uniforms */
|
||||
|
||||
uniform float uModulate;
|
||||
uniform int uTextureUsage0;
|
||||
uniform int uTextureUsage1;
|
||||
uniform sampler2D uTextureUnit0;
|
||||
uniform sampler2D uTextureUnit1;
|
||||
uniform int uFogEnable;
|
||||
uniform int uFogType;
|
||||
uniform vec4 uFogColor;
|
||||
uniform float uFogStart;
|
||||
uniform float uFogEnd;
|
||||
uniform float uFogDensity;
|
||||
|
||||
/* Varyings */
|
||||
|
||||
varying vec2 vTextureCoord0;
|
||||
varying vec2 vTextureCoord1;
|
||||
varying vec4 vVertexColor;
|
||||
varying vec4 vSpecularColor;
|
||||
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 = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
if (bool(uTextureUsage0))
|
||||
Color0 = texture2D(uTextureUnit0, vTextureCoord0);
|
||||
|
||||
if (bool(uTextureUsage1))
|
||||
Color1 = texture2D(uTextureUnit1, vTextureCoord1);
|
||||
|
||||
vec4 FinalColor = (Color0 * Color1 * uModulate) * vVertexColor;
|
||||
FinalColor += vSpecularColor;
|
||||
|
||||
if (bool(uFogEnable))
|
||||
{
|
||||
float FogFactor = computeFog();
|
||||
vec4 FogColor = uFogColor;
|
||||
FogColor.a = 1.0;
|
||||
FinalColor = mix(FogColor, FinalColor, FogFactor);
|
||||
}
|
||||
|
||||
gl_FragColor = FinalColor;
|
||||
}
|
74
media/Shaders/COGLES2NormalMap.fsh
Normal file
74
media/Shaders/COGLES2NormalMap.fsh
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@ -0,0 +1,74 @@
|
||||
#define MAX_LIGHTS 2
|
||||
|
||||
precision mediump float;
|
||||
|
||||
/* Uniforms */
|
||||
|
||||
uniform sampler2D uTextureUnit0;
|
||||
uniform sampler2D uTextureUnit1;
|
||||
uniform int uFogEnable;
|
||||
uniform int uFogType;
|
||||
uniform vec4 uFogColor;
|
||||
uniform float uFogStart;
|
||||
uniform float uFogEnd;
|
||||
uniform float uFogDensity;
|
||||
|
||||
/* Varyings */
|
||||
|
||||
varying vec2 vTexCoord;
|
||||
varying vec3 vLightVector[MAX_LIGHTS];
|
||||
varying vec4 vLightColor[MAX_LIGHTS];
|
||||
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 = texture2D(uTextureUnit0, vTexCoord);
|
||||
vec3 Normal = texture2D(uTextureUnit1, vTexCoord).xyz * 2.0 - 1.0;
|
||||
|
||||
vec4 FinalColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
vec3 LightVector = normalize(vLightVector[i]);
|
||||
|
||||
float Lambert = max(dot(LightVector, Normal), 0.0);
|
||||
FinalColor += vec4(Lambert) * vLightColor[i];
|
||||
}
|
||||
|
||||
FinalColor *= Color;
|
||||
FinalColor.w = vLightColor[0].w;
|
||||
|
||||
if (bool(uFogEnable))
|
||||
{
|
||||
float FogFactor = computeFog();
|
||||
vec4 FogColor = uFogColor;
|
||||
FogColor.a = 1.0;
|
||||
FinalColor = mix(FogColor, FinalColor, FogFactor);
|
||||
}
|
||||
|
||||
gl_FragColor = FinalColor;
|
||||
}
|
52
media/Shaders/COGLES2NormalMap.vsh
Normal file
52
media/Shaders/COGLES2NormalMap.vsh
Normal file
@ -0,0 +1,52 @@
|
||||
#define MAX_LIGHTS 2
|
||||
|
||||
/* Attributes */
|
||||
|
||||
attribute vec3 inVertexPosition;
|
||||
attribute vec3 inVertexNormal;
|
||||
attribute vec3 inVertexTangent;
|
||||
attribute vec3 inVertexBinormal;
|
||||
attribute vec4 inVertexColor;
|
||||
attribute vec2 inTexCoord0;
|
||||
|
||||
/* Uniforms */
|
||||
|
||||
uniform mat4 uWVPMatrix;
|
||||
uniform mat4 uWVMatrix;
|
||||
uniform vec3 uLightPosition[MAX_LIGHTS];
|
||||
uniform vec4 uLightColor[MAX_LIGHTS];
|
||||
|
||||
/* Varyings */
|
||||
|
||||
varying vec2 vTexCoord;
|
||||
varying vec3 vLightVector[MAX_LIGHTS];
|
||||
varying vec4 vLightColor[MAX_LIGHTS];
|
||||
varying float vFogCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
|
||||
|
||||
vTexCoord = inTexCoord0;
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
vec3 LightVector = uLightPosition[i] - inVertexPosition;
|
||||
|
||||
vLightVector[i].x = dot(inVertexTangent, LightVector);
|
||||
vLightVector[i].y = dot(inVertexBinormal, LightVector);
|
||||
vLightVector[i].z = dot(inVertexNormal, LightVector);
|
||||
|
||||
vLightColor[i].x = dot(LightVector, LightVector);
|
||||
vLightColor[i].x *= uLightColor[i].a;
|
||||
vLightColor[i] = vec4(inversesqrt(vLightColor[i].x));
|
||||
vLightColor[i] *= uLightColor[i];
|
||||
vLightColor[i].a = inVertexColor.a;
|
||||
|
||||
vLightColor[i].x = clamp(vLightColor[i].x, 0.0, 1.0);
|
||||
vLightColor[i].y = clamp(vLightColor[i].y, 0.0, 1.0);
|
||||
vLightColor[i].z = clamp(vLightColor[i].z, 0.0, 1.0);
|
||||
}
|
||||
|
||||
vFogCoord = length((uWVMatrix * vec4(inVertexPosition, 1.0)).xyz);
|
||||
}
|
75
media/Shaders/COGLES2OneTextureBlend.fsh
Normal file
75
media/Shaders/COGLES2OneTextureBlend.fsh
Normal file
@ -0,0 +1,75 @@
|
||||
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 vec4 vSpecularColor;
|
||||
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;
|
||||
FinalColor += vSpecularColor;
|
||||
|
||||
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;
|
||||
}
|
82
media/Shaders/COGLES2ParallaxMap.fsh
Normal file
82
media/Shaders/COGLES2ParallaxMap.fsh
Normal file
@ -0,0 +1,82 @@
|
||||
#define MAX_LIGHTS 2
|
||||
|
||||
precision mediump float;
|
||||
|
||||
/* Uniforms */
|
||||
|
||||
uniform float uFactor;
|
||||
uniform sampler2D uTextureUnit0;
|
||||
uniform sampler2D uTextureUnit1;
|
||||
uniform int uFogEnable;
|
||||
uniform int uFogType;
|
||||
uniform vec4 uFogColor;
|
||||
uniform float uFogStart;
|
||||
uniform float uFogEnd;
|
||||
uniform float uFogDensity;
|
||||
|
||||
/* Varyings */
|
||||
|
||||
varying vec2 vTexCoord;
|
||||
varying vec3 vEyeVector;
|
||||
varying vec3 vLightVector[MAX_LIGHTS];
|
||||
varying vec4 vLightColor[MAX_LIGHTS];
|
||||
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 TempFetch = texture2D(uTextureUnit1, vTexCoord) * 2.0 - 1.0;
|
||||
TempFetch *= uFactor;
|
||||
|
||||
vec3 EyeVector = normalize(vEyeVector);
|
||||
vec2 TexCoord = EyeVector.xy * TempFetch.w + vTexCoord;
|
||||
|
||||
vec4 Color = texture2D(uTextureUnit0, TexCoord);
|
||||
vec3 Normal = texture2D(uTextureUnit1, TexCoord).xyz * 2.0 - 1.0;
|
||||
|
||||
vec4 FinalColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
vec3 LightVector = normalize(vLightVector[i]);
|
||||
|
||||
float Lambert = max(dot(LightVector, Normal), 0.0);
|
||||
FinalColor += vec4(Lambert) * vLightColor[i];
|
||||
}
|
||||
|
||||
FinalColor *= Color;
|
||||
FinalColor.w = vLightColor[0].w;
|
||||
|
||||
if (bool(uFogEnable))
|
||||
{
|
||||
float FogFactor = computeFog();
|
||||
vec4 FogColor = uFogColor;
|
||||
FogColor.a = 1.0;
|
||||
FinalColor = mix(FogColor, FinalColor, FogFactor);
|
||||
}
|
||||
|
||||
gl_FragColor = FinalColor;
|
||||
}
|
61
media/Shaders/COGLES2ParallaxMap.vsh
Normal file
61
media/Shaders/COGLES2ParallaxMap.vsh
Normal file
@ -0,0 +1,61 @@
|
||||
#define MAX_LIGHTS 2
|
||||
|
||||
/* Attributes */
|
||||
|
||||
attribute vec3 inVertexPosition;
|
||||
attribute vec3 inVertexNormal;
|
||||
attribute vec3 inVertexTangent;
|
||||
attribute vec3 inVertexBinormal;
|
||||
attribute vec4 inVertexColor;
|
||||
attribute vec2 inTexCoord0;
|
||||
|
||||
/* Uniforms */
|
||||
|
||||
uniform mat4 uWVPMatrix;
|
||||
uniform mat4 uWVMatrix;
|
||||
uniform vec3 uEyePosition;
|
||||
uniform vec3 uLightPosition[MAX_LIGHTS];
|
||||
uniform vec4 uLightColor[MAX_LIGHTS];
|
||||
|
||||
/* Varyings */
|
||||
|
||||
varying vec2 vTexCoord;
|
||||
varying vec3 vEyeVector;
|
||||
varying vec3 vLightVector[MAX_LIGHTS];
|
||||
varying vec4 vLightColor[MAX_LIGHTS];
|
||||
varying float vFogCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
|
||||
|
||||
vTexCoord = inTexCoord0;
|
||||
|
||||
vec3 EyeVector = uEyePosition - inVertexPosition;
|
||||
|
||||
vEyeVector.x = dot(inVertexTangent, EyeVector);
|
||||
vEyeVector.y = dot(inVertexBinormal, EyeVector);
|
||||
vEyeVector.z = dot(inVertexNormal, EyeVector);
|
||||
vEyeVector *= vec3(1.0, -1.0, -1.0);
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
vec3 LightVector = uLightPosition[i] - inVertexPosition;
|
||||
|
||||
vLightVector[i].x = dot(inVertexTangent, LightVector);
|
||||
vLightVector[i].y = dot(inVertexBinormal, LightVector);
|
||||
vLightVector[i].z = dot(inVertexNormal, LightVector);
|
||||
|
||||
vLightColor[i].x = dot(LightVector, LightVector);
|
||||
vLightColor[i].x *= uLightColor[i].a;
|
||||
vLightColor[i] = vec4(inversesqrt(vLightColor[i].x));
|
||||
vLightColor[i] *= uLightColor[i];
|
||||
vLightColor[i].a = inVertexColor.a;
|
||||
|
||||
vLightColor[i].x = clamp(vLightColor[i].x, 0.0, 1.0);
|
||||
vLightColor[i].y = clamp(vLightColor[i].y, 0.0, 1.0);
|
||||
vLightColor[i].z = clamp(vLightColor[i].z, 0.0, 1.0);
|
||||
}
|
||||
|
||||
vFogCoord = length((uWVMatrix * vec4(inVertexPosition, 1.0)).xyz);
|
||||
}
|
70
media/Shaders/COGLES2Reflection2Layer.fsh
Normal file
70
media/Shaders/COGLES2Reflection2Layer.fsh
Normal file
@ -0,0 +1,70 @@
|
||||
precision mediump float;
|
||||
|
||||
/* Uniforms */
|
||||
|
||||
uniform int uTextureUsage0;
|
||||
uniform int uTextureUsage1;
|
||||
uniform sampler2D uTextureUnit0;
|
||||
uniform sampler2D uTextureUnit1;
|
||||
uniform int uFogEnable;
|
||||
uniform int uFogType;
|
||||
uniform vec4 uFogColor;
|
||||
uniform float uFogStart;
|
||||
uniform float uFogEnd;
|
||||
uniform float uFogDensity;
|
||||
|
||||
/* Varyings */
|
||||
|
||||
varying vec2 vTextureCoord0;
|
||||
varying vec2 vTextureCoord1;
|
||||
varying vec4 vVertexColor;
|
||||
varying vec4 vSpecularColor;
|
||||
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 = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
if (bool(uTextureUsage0))
|
||||
Color0 = texture2D(uTextureUnit0, vTextureCoord0);
|
||||
|
||||
if (bool(uTextureUsage1))
|
||||
Color1 = texture2D(uTextureUnit1, vTextureCoord1);
|
||||
|
||||
vec4 FinalColor = (Color0 * Color1) * vVertexColor + vSpecularColor;
|
||||
|
||||
if (bool(uFogEnable))
|
||||
{
|
||||
float FogFactor = computeFog();
|
||||
vec4 FogColor = uFogColor;
|
||||
FogColor.a = 1.0;
|
||||
FinalColor = mix(FogColor, FinalColor, FogFactor);
|
||||
}
|
||||
|
||||
gl_FragColor = FinalColor;
|
||||
}
|
159
media/Shaders/COGLES2Reflection2Layer.vsh
Normal file
159
media/Shaders/COGLES2Reflection2Layer.vsh
Normal file
@ -0,0 +1,159 @@
|
||||
#define MAX_LIGHTS 8
|
||||
|
||||
/* Attributes */
|
||||
|
||||
attribute vec3 inVertexPosition;
|
||||
attribute vec3 inVertexNormal;
|
||||
attribute vec4 inVertexColor;
|
||||
attribute vec2 inTexCoord0;
|
||||
attribute vec2 inTexCoord1;
|
||||
|
||||
/* Uniforms */
|
||||
|
||||
uniform mat4 uWVPMatrix;
|
||||
uniform mat4 uWVMatrix;
|
||||
uniform mat4 uNMatrix;
|
||||
uniform mat4 uTMatrix0;
|
||||
|
||||
uniform vec4 uGlobalAmbient;
|
||||
uniform vec4 uMaterialAmbient;
|
||||
uniform vec4 uMaterialDiffuse;
|
||||
uniform vec4 uMaterialEmissive;
|
||||
uniform vec4 uMaterialSpecular;
|
||||
uniform float uMaterialShininess;
|
||||
|
||||
uniform int uLightCount;
|
||||
uniform int uLightType[MAX_LIGHTS];
|
||||
uniform vec3 uLightPosition[MAX_LIGHTS];
|
||||
uniform vec3 uLightDirection[MAX_LIGHTS];
|
||||
uniform vec3 uLightAttenuation[MAX_LIGHTS];
|
||||
uniform vec4 uLightAmbient[MAX_LIGHTS];
|
||||
uniform vec4 uLightDiffuse[MAX_LIGHTS];
|
||||
uniform vec4 uLightSpecular[MAX_LIGHTS];
|
||||
|
||||
uniform float uThickness;
|
||||
|
||||
/* Varyings */
|
||||
|
||||
varying vec2 vTextureCoord0;
|
||||
varying vec2 vTextureCoord1;
|
||||
varying vec4 vVertexColor;
|
||||
varying vec4 vSpecularColor;
|
||||
varying float vFogCoord;
|
||||
|
||||
void dirLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||||
{
|
||||
vec3 L = normalize(-(uNMatrix * vec4(uLightDirection[index], 0.0)).xyz);
|
||||
|
||||
ambient += uLightAmbient[index];
|
||||
|
||||
float NdotL = dot(normal, L);
|
||||
|
||||
if (NdotL > 0.0)
|
||||
{
|
||||
diffuse += uLightDiffuse[index] * NdotL;
|
||||
|
||||
vec3 E = normalize(-position);
|
||||
vec3 HalfVector = normalize(L + E);
|
||||
float NdotH = max(0.0, dot(normal, HalfVector));
|
||||
|
||||
float SpecularFactor = pow(NdotH, uMaterialShininess);
|
||||
specular += uLightSpecular[index] * SpecularFactor;
|
||||
}
|
||||
}
|
||||
|
||||
void pointLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||||
{
|
||||
vec3 L = uLightPosition[index] - position;
|
||||
float D = length(L);
|
||||
L = normalize(L);
|
||||
|
||||
float Attenuation = 1.0 / (uLightAttenuation[index].x + uLightAttenuation[index].y * D +
|
||||
uLightAttenuation[index].z * D * D);
|
||||
|
||||
ambient += uLightAmbient[index] * Attenuation;
|
||||
|
||||
float NdotL = dot(normal, L);
|
||||
|
||||
if (NdotL > 0.0)
|
||||
{
|
||||
diffuse += uLightDiffuse[index] * NdotL * Attenuation;
|
||||
|
||||
vec3 E = normalize(-position);
|
||||
vec3 HalfVector = normalize(L + E);
|
||||
float NdotH = max(0.0, dot(normal, HalfVector));
|
||||
|
||||
float SpecularFactor = pow(NdotH, uMaterialShininess);
|
||||
specular += uLightSpecular[index] * SpecularFactor * Attenuation;
|
||||
}
|
||||
}
|
||||
|
||||
void spotLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||||
{
|
||||
// TO-DO
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
|
||||
vec3 P = normalize(Position);
|
||||
vec3 N = normalize(vec4(uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
|
||||
vec3 R = reflect(P, N);
|
||||
|
||||
float V = 2.0 * sqrt(R.x*R.x + R.y*R.y + (R.z+1.0)*(R.z+1.0));
|
||||
vTextureCoord1 = vec2(R.x/V + 0.5, R.y/V + 0.5);
|
||||
|
||||
vVertexColor = inVertexColor.bgra;
|
||||
vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
if (uLightCount > 0)
|
||||
{
|
||||
vec3 Normal = normalize((uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
|
||||
|
||||
vec4 Ambient = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 Diffuse = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
if( i >= uLightCount ) // can't use uniform as loop-counter directly in glsl
|
||||
break;
|
||||
if (uLightType[i] == 0)
|
||||
pointLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||||
}
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
if( i >= uLightCount )
|
||||
break;
|
||||
if (uLightType[i] == 1)
|
||||
spotLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||||
}
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
if( i >= uLightCount )
|
||||
break;
|
||||
if (uLightType[i] == 2)
|
||||
dirLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||||
}
|
||||
|
||||
vec4 LightColor = Ambient * uMaterialAmbient + Diffuse * uMaterialDiffuse;
|
||||
LightColor = clamp(LightColor, 0.0, 1.0);
|
||||
LightColor.w = 1.0;
|
||||
|
||||
vVertexColor *= LightColor;
|
||||
vVertexColor += uMaterialEmissive;
|
||||
vVertexColor += uGlobalAmbient * uMaterialAmbient;
|
||||
vVertexColor = clamp(vVertexColor, 0.0, 1.0);
|
||||
|
||||
vSpecularColor *= uMaterialSpecular;
|
||||
}
|
||||
|
||||
vFogCoord = length(Position);
|
||||
}
|
21
media/Shaders/COGLES2Renderer2D.fsh
Normal file
21
media/Shaders/COGLES2Renderer2D.fsh
Normal file
@ -0,0 +1,21 @@
|
||||
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;
|
||||
}
|
22
media/Shaders/COGLES2Renderer2D.vsh
Normal file
22
media/Shaders/COGLES2Renderer2D.vsh
Normal file
@ -0,0 +1,22 @@
|
||||
/* 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;
|
||||
}
|
9
media/Shaders/COGLES2Renderer2D_noTex.fsh
Normal file
9
media/Shaders/COGLES2Renderer2D_noTex.fsh
Normal file
@ -0,0 +1,9 @@
|
||||
precision mediump float;
|
||||
|
||||
/* Varyings */
|
||||
varying vec4 vVertexColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = vVertexColor;
|
||||
}
|
62
media/Shaders/COGLES2Solid.fsh
Normal file
62
media/Shaders/COGLES2Solid.fsh
Normal file
@ -0,0 +1,62 @@
|
||||
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 vec4 vSpecularColor;
|
||||
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);
|
||||
Color += vSpecularColor;
|
||||
|
||||
if (bool(uFogEnable))
|
||||
{
|
||||
float FogFactor = computeFog();
|
||||
vec4 FogColor = uFogColor;
|
||||
FogColor.a = 1.0;
|
||||
Color = mix(FogColor, Color, FogFactor);
|
||||
}
|
||||
|
||||
gl_FragColor = Color;
|
||||
}
|
151
media/Shaders/COGLES2Solid.vsh
Normal file
151
media/Shaders/COGLES2Solid.vsh
Normal file
@ -0,0 +1,151 @@
|
||||
#define MAX_LIGHTS 8
|
||||
|
||||
/* 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 vec4 uGlobalAmbient;
|
||||
uniform vec4 uMaterialAmbient;
|
||||
uniform vec4 uMaterialDiffuse;
|
||||
uniform vec4 uMaterialEmissive;
|
||||
uniform vec4 uMaterialSpecular;
|
||||
uniform float uMaterialShininess;
|
||||
|
||||
uniform int uLightCount;
|
||||
uniform int uLightType[MAX_LIGHTS];
|
||||
uniform vec3 uLightPosition[MAX_LIGHTS];
|
||||
uniform vec3 uLightDirection[MAX_LIGHTS];
|
||||
uniform vec3 uLightAttenuation[MAX_LIGHTS];
|
||||
uniform vec4 uLightAmbient[MAX_LIGHTS];
|
||||
uniform vec4 uLightDiffuse[MAX_LIGHTS];
|
||||
uniform vec4 uLightSpecular[MAX_LIGHTS];
|
||||
|
||||
uniform float uThickness;
|
||||
|
||||
/* Varyings */
|
||||
|
||||
varying vec2 vTextureCoord0;
|
||||
varying vec4 vVertexColor;
|
||||
varying vec4 vSpecularColor;
|
||||
varying float vFogCoord;
|
||||
|
||||
void dirLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||||
{
|
||||
vec3 L = normalize(-(uNMatrix * vec4(uLightDirection[index], 0.0)).xyz);
|
||||
|
||||
ambient += uLightAmbient[index];
|
||||
|
||||
float NdotL = dot(normal, L);
|
||||
|
||||
if (NdotL > 0.0)
|
||||
{
|
||||
diffuse += uLightDiffuse[index] * NdotL;
|
||||
|
||||
vec3 E = normalize(-position);
|
||||
vec3 HalfVector = normalize(L + E);
|
||||
float NdotH = max(0.0, dot(normal, HalfVector));
|
||||
|
||||
float SpecularFactor = pow(NdotH, uMaterialShininess);
|
||||
specular += uLightSpecular[index] * SpecularFactor;
|
||||
}
|
||||
}
|
||||
|
||||
void pointLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||||
{
|
||||
vec3 L = uLightPosition[index] - position;
|
||||
float D = length(L);
|
||||
L = normalize(L);
|
||||
|
||||
float Attenuation = 1.0 / (uLightAttenuation[index].x + uLightAttenuation[index].y * D +
|
||||
uLightAttenuation[index].z * D * D);
|
||||
|
||||
ambient += uLightAmbient[index] * Attenuation;
|
||||
|
||||
float NdotL = dot(normal, L);
|
||||
|
||||
if (NdotL > 0.0)
|
||||
{
|
||||
diffuse += uLightDiffuse[index] * NdotL * Attenuation;
|
||||
|
||||
vec3 E = normalize(-position);
|
||||
vec3 HalfVector = normalize(L + E);
|
||||
float NdotH = max(0.0, dot(normal, HalfVector));
|
||||
|
||||
float SpecularFactor = pow(NdotH, uMaterialShininess);
|
||||
specular += uLightSpecular[index] * SpecularFactor * Attenuation;
|
||||
}
|
||||
}
|
||||
|
||||
void spotLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||||
{
|
||||
// TO-DO
|
||||
}
|
||||
|
||||
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;
|
||||
vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
|
||||
|
||||
if (uLightCount > 0)
|
||||
{
|
||||
vec3 Normal = normalize((uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
|
||||
|
||||
vec4 Ambient = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 Diffuse = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
if( i >= uLightCount ) // can't use uniform as loop-counter directly in glsl
|
||||
break;
|
||||
if (uLightType[i] == 0)
|
||||
pointLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||||
}
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
if( i >= uLightCount )
|
||||
break;
|
||||
if (uLightType[i] == 1)
|
||||
spotLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||||
}
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
if( i >= uLightCount )
|
||||
break;
|
||||
if (uLightType[i] == 2)
|
||||
dirLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||||
}
|
||||
|
||||
vec4 LightColor = Ambient * uMaterialAmbient + Diffuse * uMaterialDiffuse;
|
||||
LightColor = clamp(LightColor, 0.0, 1.0);
|
||||
LightColor.w = 1.0;
|
||||
|
||||
vVertexColor *= LightColor;
|
||||
vVertexColor += uMaterialEmissive;
|
||||
vVertexColor += uGlobalAmbient * uMaterialAmbient;
|
||||
vVertexColor = clamp(vVertexColor, 0.0, 1.0);
|
||||
|
||||
vSpecularColor *= uMaterialSpecular;
|
||||
}
|
||||
|
||||
vFogCoord = length(Position);
|
||||
}
|
157
media/Shaders/COGLES2Solid2.vsh
Normal file
157
media/Shaders/COGLES2Solid2.vsh
Normal file
@ -0,0 +1,157 @@
|
||||
#define MAX_LIGHTS 8
|
||||
|
||||
/* Attributes */
|
||||
|
||||
attribute vec3 inVertexPosition;
|
||||
attribute vec3 inVertexNormal;
|
||||
attribute vec4 inVertexColor;
|
||||
attribute vec2 inTexCoord0;
|
||||
attribute vec2 inTexCoord1;
|
||||
|
||||
/* Uniforms */
|
||||
|
||||
uniform mat4 uWVPMatrix;
|
||||
uniform mat4 uWVMatrix;
|
||||
uniform mat4 uNMatrix;
|
||||
uniform mat4 uTMatrix0;
|
||||
uniform mat4 uTMatrix1;
|
||||
|
||||
uniform vec4 uGlobalAmbient;
|
||||
uniform vec4 uMaterialAmbient;
|
||||
uniform vec4 uMaterialDiffuse;
|
||||
uniform vec4 uMaterialEmissive;
|
||||
uniform vec4 uMaterialSpecular;
|
||||
uniform float uMaterialShininess;
|
||||
|
||||
uniform int uLightCount;
|
||||
uniform int uLightType[MAX_LIGHTS];
|
||||
uniform vec3 uLightPosition[MAX_LIGHTS];
|
||||
uniform vec3 uLightDirection[MAX_LIGHTS];
|
||||
uniform vec3 uLightAttenuation[MAX_LIGHTS];
|
||||
uniform vec4 uLightAmbient[MAX_LIGHTS];
|
||||
uniform vec4 uLightDiffuse[MAX_LIGHTS];
|
||||
uniform vec4 uLightSpecular[MAX_LIGHTS];
|
||||
|
||||
uniform float uThickness;
|
||||
|
||||
/* Varyings */
|
||||
|
||||
varying vec2 vTextureCoord0;
|
||||
varying vec2 vTextureCoord1;
|
||||
varying vec4 vVertexColor;
|
||||
varying vec4 vSpecularColor;
|
||||
varying float vFogCoord;
|
||||
|
||||
void dirLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||||
{
|
||||
vec3 L = normalize(-(uNMatrix * vec4(uLightDirection[index], 0.0)).xyz);
|
||||
|
||||
ambient += uLightAmbient[index];
|
||||
|
||||
float NdotL = dot(normal, L);
|
||||
|
||||
if (NdotL > 0.0)
|
||||
{
|
||||
diffuse += uLightDiffuse[index] * NdotL;
|
||||
|
||||
vec3 E = normalize(-position);
|
||||
vec3 HalfVector = normalize(L + E);
|
||||
float NdotH = max(0.0, dot(normal, HalfVector));
|
||||
|
||||
float SpecularFactor = pow(NdotH, uMaterialShininess);
|
||||
specular += uLightSpecular[index] * SpecularFactor;
|
||||
}
|
||||
}
|
||||
|
||||
void pointLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||||
{
|
||||
vec3 L = uLightPosition[index] - position;
|
||||
float D = length(L);
|
||||
L = normalize(L);
|
||||
|
||||
float Attenuation = 1.0 / (uLightAttenuation[index].x + uLightAttenuation[index].y * D +
|
||||
uLightAttenuation[index].z * D * D);
|
||||
|
||||
ambient += uLightAmbient[index] * Attenuation;
|
||||
|
||||
float NdotL = dot(normal, L);
|
||||
|
||||
if (NdotL > 0.0)
|
||||
{
|
||||
diffuse += uLightDiffuse[index] * NdotL * Attenuation;
|
||||
|
||||
vec3 E = normalize(-position);
|
||||
vec3 HalfVector = normalize(L + E);
|
||||
float NdotH = max(0.0, dot(normal, HalfVector));
|
||||
|
||||
float SpecularFactor = pow(NdotH, uMaterialShininess);
|
||||
specular += uLightSpecular[index] * SpecularFactor * Attenuation;
|
||||
}
|
||||
}
|
||||
|
||||
void spotLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||||
{
|
||||
// TO-DO
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
vec4 TextureCoord1 = vec4(inTexCoord1.x, inTexCoord1.y, 1.0, 1.0);
|
||||
vTextureCoord1 = vec4(uTMatrix1 * TextureCoord1).xy;
|
||||
|
||||
vVertexColor = inVertexColor.bgra;
|
||||
vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
|
||||
|
||||
if (uLightCount > 0)
|
||||
{
|
||||
vec3 Normal = normalize((uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
|
||||
|
||||
vec4 Ambient = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 Diffuse = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
if( i >= uLightCount ) // can't use uniform as loop-counter directly in glsl
|
||||
break;
|
||||
if (uLightType[i] == 0)
|
||||
pointLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||||
}
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
if( i >= uLightCount )
|
||||
break;
|
||||
if (uLightType[i] == 1)
|
||||
spotLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||||
}
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
if( i >= uLightCount )
|
||||
break;
|
||||
if (uLightType[i] == 2)
|
||||
dirLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||||
}
|
||||
|
||||
vec4 LightColor = Ambient * uMaterialAmbient + Diffuse * uMaterialDiffuse;
|
||||
LightColor = clamp(LightColor, 0.0, 1.0);
|
||||
LightColor.w = 1.0;
|
||||
|
||||
vVertexColor *= LightColor;
|
||||
vVertexColor += uMaterialEmissive;
|
||||
vVertexColor += uGlobalAmbient * uMaterialAmbient;
|
||||
vVertexColor = clamp(vVertexColor, 0.0, 1.0);
|
||||
|
||||
vSpecularColor *= uMaterialSpecular;
|
||||
}
|
||||
|
||||
vFogCoord = length(Position);
|
||||
}
|
72
media/Shaders/COGLES2Solid2Layer.fsh
Normal file
72
media/Shaders/COGLES2Solid2Layer.fsh
Normal file
@ -0,0 +1,72 @@
|
||||
precision mediump float;
|
||||
|
||||
/* Uniforms */
|
||||
|
||||
uniform int uTextureUsage0;
|
||||
uniform int uTextureUsage1;
|
||||
uniform sampler2D uTextureUnit0;
|
||||
uniform sampler2D uTextureUnit1;
|
||||
uniform int uFogEnable;
|
||||
uniform int uFogType;
|
||||
uniform vec4 uFogColor;
|
||||
uniform float uFogStart;
|
||||
uniform float uFogEnd;
|
||||
uniform float uFogDensity;
|
||||
|
||||
/* Varyings */
|
||||
|
||||
varying vec2 vTextureCoord0;
|
||||
varying vec2 vTextureCoord1;
|
||||
varying vec4 vVertexColor;
|
||||
varying vec4 vSpecularColor;
|
||||
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 = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
if (bool(uTextureUsage0))
|
||||
Color0 = texture2D(uTextureUnit0, vTextureCoord0);
|
||||
|
||||
if (bool(uTextureUsage1))
|
||||
Color1 = texture2D(uTextureUnit1, vTextureCoord1);
|
||||
|
||||
vec4 FinalColor = (Color0 * vVertexColor.a + Color1 * (1.0 - vVertexColor.a)) * vVertexColor;
|
||||
FinalColor += vSpecularColor;
|
||||
|
||||
if (bool(uFogEnable))
|
||||
{
|
||||
float FogFactor = computeFog();
|
||||
vec4 FogColor = uFogColor;
|
||||
FogColor.a = 1.0;
|
||||
FinalColor = mix(FogColor, FinalColor, FogFactor);
|
||||
}
|
||||
|
||||
gl_FragColor = FinalColor;
|
||||
|
||||
}
|
62
media/Shaders/COGLES2SphereMap.fsh
Normal file
62
media/Shaders/COGLES2SphereMap.fsh
Normal file
@ -0,0 +1,62 @@
|
||||
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 vec4 vSpecularColor;
|
||||
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);
|
||||
Color += vSpecularColor;
|
||||
|
||||
if (bool(uFogEnable))
|
||||
{
|
||||
float FogFactor = computeFog();
|
||||
vec4 FogColor = uFogColor;
|
||||
FogColor.a = 1.0;
|
||||
Color = mix(FogColor, Color, FogFactor);
|
||||
}
|
||||
|
||||
gl_FragColor = Color;
|
||||
}
|
154
media/Shaders/COGLES2SphereMap.vsh
Normal file
154
media/Shaders/COGLES2SphereMap.vsh
Normal file
@ -0,0 +1,154 @@
|
||||
#define MAX_LIGHTS 8
|
||||
|
||||
/* Attributes */
|
||||
|
||||
attribute vec3 inVertexPosition;
|
||||
attribute vec3 inVertexNormal;
|
||||
attribute vec4 inVertexColor;
|
||||
attribute vec2 inTexCoord0;
|
||||
attribute vec2 inTexCoord1;
|
||||
|
||||
/* Uniforms */
|
||||
|
||||
uniform mat4 uWVPMatrix;
|
||||
uniform mat4 uWVMatrix;
|
||||
uniform mat4 uNMatrix;
|
||||
|
||||
uniform vec4 uGlobalAmbient;
|
||||
uniform vec4 uMaterialAmbient;
|
||||
uniform vec4 uMaterialDiffuse;
|
||||
uniform vec4 uMaterialEmissive;
|
||||
uniform vec4 uMaterialSpecular;
|
||||
uniform float uMaterialShininess;
|
||||
|
||||
uniform int uLightCount;
|
||||
uniform int uLightType[MAX_LIGHTS];
|
||||
uniform vec3 uLightPosition[MAX_LIGHTS];
|
||||
uniform vec3 uLightDirection[MAX_LIGHTS];
|
||||
uniform vec3 uLightAttenuation[MAX_LIGHTS];
|
||||
uniform vec4 uLightAmbient[MAX_LIGHTS];
|
||||
uniform vec4 uLightDiffuse[MAX_LIGHTS];
|
||||
uniform vec4 uLightSpecular[MAX_LIGHTS];
|
||||
|
||||
uniform float uThickness;
|
||||
|
||||
/* Varyings */
|
||||
|
||||
varying vec2 vTextureCoord0;
|
||||
varying vec4 vVertexColor;
|
||||
varying vec4 vSpecularColor;
|
||||
varying float vFogCoord;
|
||||
|
||||
void dirLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||||
{
|
||||
vec3 L = normalize(-(uNMatrix * vec4(uLightDirection[index], 0.0)).xyz);
|
||||
|
||||
ambient += uLightAmbient[index];
|
||||
|
||||
float NdotL = dot(normal, L);
|
||||
|
||||
if (NdotL > 0.0)
|
||||
{
|
||||
diffuse += uLightDiffuse[index] * NdotL;
|
||||
|
||||
vec3 E = normalize(-position);
|
||||
vec3 HalfVector = normalize(L + E);
|
||||
float NdotH = max(0.0, dot(normal, HalfVector));
|
||||
|
||||
float SpecularFactor = pow(NdotH, uMaterialShininess);
|
||||
specular += uLightSpecular[index] * SpecularFactor;
|
||||
}
|
||||
}
|
||||
|
||||
void pointLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||||
{
|
||||
vec3 L = uLightPosition[index] - position;
|
||||
float D = length(L);
|
||||
L = normalize(L);
|
||||
|
||||
float Attenuation = 1.0 / (uLightAttenuation[index].x + uLightAttenuation[index].y * D +
|
||||
uLightAttenuation[index].z * D * D);
|
||||
|
||||
ambient += uLightAmbient[index] * Attenuation;
|
||||
|
||||
float NdotL = dot(normal, L);
|
||||
|
||||
if (NdotL > 0.0)
|
||||
{
|
||||
diffuse += uLightDiffuse[index] * NdotL * Attenuation;
|
||||
|
||||
vec3 E = normalize(-position);
|
||||
vec3 HalfVector = normalize(L + E);
|
||||
float NdotH = max(0.0, dot(normal, HalfVector));
|
||||
|
||||
float SpecularFactor = pow(NdotH, uMaterialShininess);
|
||||
specular += uLightSpecular[index] * SpecularFactor * Attenuation;
|
||||
}
|
||||
}
|
||||
|
||||
void spotLight(in int index, in vec3 position, in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
|
||||
{
|
||||
// TO-DO
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
|
||||
gl_PointSize = uThickness;
|
||||
|
||||
vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
|
||||
vec3 P = normalize(Position);
|
||||
vec3 N = normalize(vec4(uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
|
||||
vec3 R = reflect(P, N);
|
||||
|
||||
float V = 2.0 * sqrt(R.x*R.x + R.y*R.y + (R.z+1.0)*(R.z+1.0));
|
||||
vTextureCoord0 = vec2(R.x/V + 0.5, R.y/V + 0.5);
|
||||
|
||||
vVertexColor = inVertexColor.bgra;
|
||||
vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
if (uLightCount > 0)
|
||||
{
|
||||
vec3 Normal = normalize((uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
|
||||
|
||||
vec4 Ambient = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 Diffuse = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
if( i >= uLightCount ) // can't use uniform as loop-counter directly in glsl
|
||||
break;
|
||||
if (uLightType[i] == 0)
|
||||
pointLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||||
}
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
if( i >= uLightCount )
|
||||
break;
|
||||
if (uLightType[i] == 1)
|
||||
spotLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||||
}
|
||||
|
||||
for (int i = 0; i < int(MAX_LIGHTS); i++)
|
||||
{
|
||||
if( i >= uLightCount )
|
||||
break;
|
||||
if (uLightType[i] == 2)
|
||||
dirLight(i, Position, Normal, Ambient, Diffuse, vSpecularColor);
|
||||
}
|
||||
|
||||
vec4 LightColor = Ambient * uMaterialAmbient + Diffuse * uMaterialDiffuse;
|
||||
LightColor = clamp(LightColor, 0.0, 1.0);
|
||||
LightColor.w = 1.0;
|
||||
|
||||
vVertexColor *= LightColor;
|
||||
vVertexColor += uMaterialEmissive;
|
||||
vVertexColor += uGlobalAmbient * uMaterialAmbient;
|
||||
vVertexColor = clamp(vVertexColor, 0.0, 1.0);
|
||||
|
||||
vSpecularColor *= uMaterialSpecular;
|
||||
}
|
||||
|
||||
vFogCoord = length(Position);
|
||||
}
|
69
media/Shaders/COGLES2TransparentAlphaChannel.fsh
Normal file
69
media/Shaders/COGLES2TransparentAlphaChannel.fsh
Normal file
@ -0,0 +1,69 @@
|
||||
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 vec4 vSpecularColor;
|
||||
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;
|
||||
}
|
||||
Color += vSpecularColor;
|
||||
|
||||
if (bool(uFogEnable))
|
||||
{
|
||||
float FogFactor = computeFog();
|
||||
vec4 FogColor = uFogColor;
|
||||
FogColor.a = 1.0;
|
||||
Color = mix(FogColor, Color, FogFactor);
|
||||
}
|
||||
|
||||
gl_FragColor = Color;
|
||||
}
|
67
media/Shaders/COGLES2TransparentAlphaChannelRef.fsh
Normal file
67
media/Shaders/COGLES2TransparentAlphaChannelRef.fsh
Normal file
@ -0,0 +1,67 @@
|
||||
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 vec4 vSpecularColor;
|
||||
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;
|
||||
|
||||
Color += vSpecularColor;
|
||||
|
||||
if (bool(uFogEnable))
|
||||
{
|
||||
float FogFactor = computeFog();
|
||||
vec4 FogColor = uFogColor;
|
||||
FogColor.a = 1.0;
|
||||
Color = mix(FogColor, Color, FogFactor);
|
||||
}
|
||||
|
||||
gl_FragColor = Color;
|
||||
}
|
62
media/Shaders/COGLES2TransparentVertexAlpha.fsh
Normal file
62
media/Shaders/COGLES2TransparentVertexAlpha.fsh
Normal file
@ -0,0 +1,62 @@
|
||||
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 vec4 vSpecularColor;
|
||||
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);
|
||||
Color += vSpecularColor;
|
||||
|
||||
if (bool(uFogEnable))
|
||||
{
|
||||
float FogFactor = computeFog();
|
||||
vec4 FogColor = uFogColor;
|
||||
FogColor.a = 1.0;
|
||||
Color = mix(FogColor, Color, FogFactor);
|
||||
}
|
||||
|
||||
gl_FragColor = Color;
|
||||
}
|
Reference in New Issue
Block a user