mirror of
https://github.com/nzp-team/assets.git
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78 lines
No EOL
1.5 KiB
GLSL
78 lines
No EOL
1.5 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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varying vec3 normal;
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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 float e_time;
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uniform vec3 e_light_dir;
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uniform vec3 e_light_ambient;
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uniform vec3 e_light_mul;
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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 = clamp(dot(n,e_light_dir + vec3(0,0,2.25)) * (e_light_mul*1),0,1);
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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 float e_time;
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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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uniform vec3 e_light_dir;
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uniform vec3 e_light_ambient;
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uniform vec3 e_light_mul;
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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 += 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 += lc.rgb*e_lowercolour*lc.a;
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#endif
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//col.rgb *= light;
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col.rgb *= clamp(floor((light + 0.5)),0.6,1);
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//col.a = light.a;
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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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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 |