33a540806e
Added $reflection texture map for (water) shaders. Just renders the screen to an fbo before rendering the surface. hub/savegame fixes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4034 fc73d0e0-1445-4013-8a0c-d673dee63da5
61 lines
1.4 KiB
GLSL
61 lines
1.4 KiB
GLSL
!!permu FULLBRIGHT
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!!permu UPPERLOWER
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!!permu FRAMEBLEND
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!!permu SKELETAL
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!!permu FOG
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//standard shader used for models.
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//must support skeletal and 2-way vertex blending or Bad Things Will Happen.
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//the vertex shader is responsible for calculating lighting values.
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varying vec2 tc;
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varying vec3 light;
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#ifdef VERTEX_SHADER
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#include "sys/skeletal.h"
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attribute vec2 v_texcoord;
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uniform vec3 e_light_dir;
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uniform vec3 e_light_mul;
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uniform vec3 e_light_ambient;
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void main ()
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{
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vec3 n;
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gl_Position = skeletaltransform_n(n);
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light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul);
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tc = v_texcoord;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#include "sys/fog.h"
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uniform sampler2D s_t0;
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#ifdef LOWER
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uniform sampler2D s_t1;
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uniform vec3 e_lowercolour;
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#endif
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#ifdef UPPER
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uniform sampler2D s_t2;
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uniform vec3 e_uppercolour;
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#endif
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#ifdef FULLBRIGHT
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uniform sampler2D s_t3;
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#endif
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uniform vec4 e_colourident;
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void main ()
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{
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vec4 col, sp;
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col = texture2D(s_t0, tc);
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#ifdef UPPER
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vec4 uc = texture2D(s_t2, tc);
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col.rgb = mix(col.rgb, uc.rgb*e_uppercolour, uc.a);
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#endif
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#ifdef LOWER
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vec4 lc = texture2D(s_t1, tc);
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col.rgb = mix(col.rgb, lc.rgb*e_lowercolour, lc.a);
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#endif
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col.rgb *= light;
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#ifdef FULLBRIGHT
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vec4 fb = texture2D(s_t3, tc);
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col.rgb = mix(col.rgb, fb.rgb, fb.a);
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#endif
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gl_FragColor = fog4(col * e_colourident);
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}
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#endif
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