assets/pc/nzp/shaders/celshade.glsl
2022-02-08 13:58:09 -05:00

78 lines
No EOL
1.5 KiB
GLSL

!!permu FULLBRIGHT
!!permu UPPERLOWER
!!permu FRAMEBLEND
!!permu SKELETAL
!!permu FOG
//standard shader used for models.
//must support skeletal and 2-way vertex blending or Bad Things Will Happen.
//the vertex shader is responsible for calculating lighting values.
varying vec2 tc;
varying vec3 light;
varying vec3 normal;
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
attribute vec2 v_texcoord;
uniform float e_time;
uniform vec3 e_light_dir;
uniform vec3 e_light_ambient;
uniform vec3 e_light_mul;
void main ()
{
vec3 n;
gl_Position = skeletaltransform_n(n);
light = clamp(dot(n,e_light_dir + vec3(0,0,2.25)) * (e_light_mul*1),0,1);
tc = v_texcoord;
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
uniform float e_time;
uniform sampler2D s_t0;
#ifdef LOWER
uniform sampler2D s_t1;
uniform vec3 e_lowercolour;
#endif
#ifdef UPPER
uniform sampler2D s_t2;
uniform vec3 e_uppercolour;
#endif
#ifdef FULLBRIGHT
uniform sampler2D s_t3;
#endif
uniform vec4 e_colourident;
uniform vec3 e_light_dir;
uniform vec3 e_light_ambient;
uniform vec3 e_light_mul;
void main ()
{
vec4 col, sp;
col = texture2D(s_t0, tc);
#ifdef UPPER
vec4 uc = texture2D(s_t2, tc);
col.rgb += uc.rgb*e_uppercolour*uc.a;
#endif
#ifdef LOWER
vec4 lc = texture2D(s_t1, tc);
col.rgb += lc.rgb*e_lowercolour*lc.a;
#endif
//col.rgb *= light;
col.rgb *= clamp(floor((light + 0.5)),0.6,1);
//col.a = light.a;
#ifdef FULLBRIGHT
vec4 fb = texture2D(s_t3, tc);
// col.rgb = mix(col.rgb, fb.rgb, fb.a);
col.rgb += fb.rgb * fb.a;
#endif
gl_FragColor = fog4(col * e_colourident);
}
#endif