-- Math.const const float PI = 3.14159265; const float E = 2.71828183; -- Math.quaternion vec3 qmult (vec4 q, vec3 v) { float qs = q.w; vec3 qv = q.xyz; vec3 t = cross (qv, v); return (qs * qs) * v + 2.0 * qs * t + dot (qv, v) * qv + cross (qv, t); } vec3 dqtrans (vec4 q0, vec4 qe) {//2.0 * (q0.w * qe.xyz - qe.w * q0.xyz - cross (qe.xyz, q0.xyz)); float qs = q0.w, Ts = qe.w; vec3 qv = -q0.xyz, Tv = qe.xyz; return 2.0 * (Ts * qv + qs * Tv + cross (Tv, qv)); } -- Fragment.fog uniform vec4 fog; vec4 fogBlend (vec4 color) { float fog_factor; float az = fog.a * gl_FragCoord.z / gl_FragCoord.w; vec4 fog_color = vec4 (fog.rgb, 1.0); fog_factor = exp (-az * az); return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a); } -- Fragment.palette uniform sampler2D palette; vec4 palettedColor (float pix) { return texture2D (palette, vec2 (pix, 0.0)); } -- Fragment.colormap uniform sampler2D colormap; vec4 mappedColor (float pix, float light) { return texture2D (colormap, vec2 (pix, light)); } -- env.warp.nop vec2 warp_st (vec2 st, float time) { return st; } -- env.warp.turb const float SPEED = 20.0; const float CYCLE = 128.0; const float FACTOR = PI * 2.0 / CYCLE; const vec2 BIAS = vec2 (1.0, 1.0); const float SCALE = 8.0; vec2 warp_st (vec2 st, float time) { vec2 angle = st.ts * CYCLE / 2.0; vec2 phase = vec2 (time, time) * SPEED; return st + (sin ((angle + phase) * FACTOR) + BIAS) / SCALE; } -- env.sky.cube uniform samplerCube sky; vec4 sky_color (vec3 dir) { // NOTE: quake's world and GL's world are rotated relative to each other // quake has x right, y in, z up. gl has x right, y up, z out // The textures are loaded with GL's z (quake's y) already negated, so // all that's needed here is to swizzle y and z. return textureCube(sky, dir.xzy); } -- env.sky.id uniform sampler2D solid; uniform sampler2D trans; uniform float time; const float SCALE = 189.0 / 64.0; vec4 sky_color (vec3 dir) { float len; float pix; vec2 flow = vec2 (1.0, 1.0); vec2 st, base; dir.z *= 3.0; len = dot (dir, dir); len = SCALE * inversesqrt (len); base = dir.yx * vec2(1.0, -1.0) * len; st = base + flow * time / 8.0; pix = texture2D (trans, st).r; if (pix == 0.0) { st = base + flow * time / 16.0; pix = texture2D (solid, st).r; } return palettedColor (pix); } -- Vertex.mdl uniform mat4 mvp_mat; uniform mat3 norm_mat; uniform vec2 skin_size; uniform float blend; attribute vec3 vertexa, vertexb; attribute vec3 vnormala, vnormalb; attribute vec2 vsta, vstb; attribute vec4 vcolora, vcolorb; varying vec3 normal; varying vec2 st; varying vec4 color; void main (void) { vec3 vertex; vec3 vnormal; vertex = mix (vertexa, vertexb, blend); vnormal = mix (vnormala, vnormalb, blend); gl_Position = mvp_mat * vec4 (vertex, 1.0); st = mix (vsta, vstb, blend) / skin_size; normal = norm_mat * vnormal; color = mix (vcolora, vcolorb, blend); } -- Fragment.mdl uniform sampler2D skin; uniform float ambient; uniform float shadelight; uniform vec3 lightvec; varying vec3 normal; varying vec2 st; varying vec4 color; void main (void) { float pix = texture2D (skin, st).r; float light = ambient; float d, col; vec4 lit; d = dot (normal, lightvec); d = min (d, 0.0); light = 255.0 - light; light += d * shadelight; lit = mappedColor (pix, light / 255.0); gl_FragColor = fogBlend (lit * color); } -- Vertex.bsp uniform mat4 mvp_mat; uniform mat4 sky_mat; attribute vec4 vertex; attribute vec4 tlst; attribute vec4 vcolor; varying vec2 tst; varying vec2 lst; varying vec4 color; varying vec3 direction; void main (void) { gl_Position = mvp_mat * vertex; direction = (sky_mat * vertex).xyz; tst = tlst.st; lst = tlst.pq; color = vcolor; } -- Fragment.bsp.lit uniform sampler2D texture; uniform sampler2D lightmap; uniform float time; varying vec2 tst; varying vec2 lst; varying vec4 color; void main (void) { float pix; vec2 st; float light = texture2D (lightmap, lst).r; vec4 c; st = warp_st (tst, time); pix = texture2D (texture, st).r; c = mappedColor (pix, light * 4.0) * color; gl_FragColor = fogBlend (c); } -- Fragment.bsp.unlit uniform sampler2D texture; uniform float time; varying vec2 tst; varying vec4 color; void main (void) { float pix; vec2 st; vec4 c; st = warp_st (tst, time); pix = texture2D (texture, st).r; c = palettedColor (pix) * color; gl_FragColor = fogBlend (c); } -- Fragment.bsp.sky varying vec3 direction; void main (void) { vec4 c = sky_color (direction); gl_FragColor = fogBlend (c); } -- Vertex.particle.point uniform mat4 mvp_mat; /** Vertex position. x, y, z, c c is the color of the point. */ attribute vec3 vertex; attribute float vcolor; varying float color; void main (void) { gl_Position = mvp_mat * vec4 (vertex, 1.0); gl_PointSize = max (1.0, 1024.0 * abs (1.0 / gl_Position.z)); color = vcolor; } -- Vertex.particle.textured uniform mat4 mvp_mat; /** Vertex position. x, y, z, c c is the color of the point. */ attribute vec3 vertex; attribute vec2 vst; attribute vec4 vcolor; varying vec4 color; varying vec2 st; void main (void) { gl_Position = mvp_mat * vec4 (vertex, 1.0); color = vcolor; st = vst; } -- Fragment.particle.point //precision mediump float; varying float color; void main (void) { if (color == 1.0) discard; gl_FragColor = fogBlend (palettedColor (color)); } -- Fragment.particle.textured //precision mediump float; uniform sampler2D texture; varying vec4 color; varying vec2 st; void main (void) { gl_FragColor = fogBlend (texture2D (texture, st) * color); } -- Vertex.sprite uniform mat4 mvp_mat; attribute vec3 vertexa, vertexb; attribute vec4 uvab; ///< ua va ub vb attribute float vblend; //FIXME why is this not a uniform? attribute vec4 vcolora, vcolorb; varying float blend; varying vec4 colora, colorb; varying vec2 sta, stb; void main (void) { gl_Position = mvp_mat * vec4 (mix (vertexa, vertexb, vblend), 1.0); blend = vblend; colora = vcolora; colorb = vcolorb; sta = uvab.xy; stb = uvab.zw; } -- Fragment.sprite uniform sampler2D spritea; uniform sampler2D spriteb; varying float blend; varying vec4 colora, colorb; varying vec2 sta, stb; void main (void) { float pixa, pixb; vec4 cola, colb; vec4 col; pixa = texture2D (spritea, sta).r; pixb = texture2D (spriteb, stb).r; if (pixa == 1.0 && pixb == 1.0) discard; cola = palettedColor (pixa) * colora; colb = palettedColor (pixb) * colorb; col = mix (cola, colb, blend); if (col.a == 0.0) discard; gl_FragColor = fogBlend (col); } -- Vertex.2d uniform mat4 mvp_mat; /** Vertex position. x, y, s, t \a vertex provides the onscreen location at which to draw the icon (\a x, \a y) and texture coordinate for the icon (\a s=z, \a t=w). */ attribute vec4 vertex; attribute vec4 vcolor; varying vec4 color; varying vec2 st; void main (void) { gl_Position = mvp_mat * vec4 (vertex.xy, 0.0, 1.0); st = vertex.zw; color = vcolor; } -- Fragment.2d //precision mediump float; uniform sampler2D texture; varying vec4 color; varying vec2 st; void main (void) { float pix; pix = texture2D (texture, st).r; if (pix == 1.0) discard; gl_FragColor = palettedColor (pix) * color; } -- Vertex.iqm uniform mat4 mvp_mat; uniform mat3 norm_mat; uniform mat4 bonemats[80]; attribute vec4 vcolor; attribute vec4 vweights; attribute vec4 vbones; attribute vec4 vtangent; attribute vec3 vnormal; attribute vec2 texcoord; attribute vec3 vposition; varying vec3 position; varying vec3 bitangent; varying vec3 tangent; varying vec3 normal; varying vec2 st; varying vec4 color; void main (void) { mat4 m; vec4 q0, qe; vec3 sh, sc, tr, v, n, t; m = bonemats[int (vbones.x)] * vweights.x; m += bonemats[int (vbones.y)] * vweights.y; m += bonemats[int (vbones.z)] * vweights.z; m += bonemats[int (vbones.w)] * vweights.w; #if 0 q0 = m[0]; qe = m[1]; sh = m[2].xyz; sc = m[3].xyz; // extract translation from dual quaternion tr = dqtrans (q0, qe); // apply rotation and translation v = qmult (q0, vposition) + tr; // apply shear v.z += v.y * sh.z + v.x * sh.y; v.y += v.x * sh.x; // apply scale v *= sc; // rotate normal (won't bother with shear or scale: not super accurate, // but probably good enough) n = qmult (q0, vnormal); // rotate tangent (won't bother with shear or scale: not super accurate, // but probably good enough) t = qmult (q0, vtangent.xyz); #else mat3 nm = mat3 (m[0].xyz, m[1].xyz, m[2].xyz); v = (m * vec4 (vposition, 1.0)).xyz; n = nm * vnormal; t = nm * vtangent.xyz; #endif position = v; normal = norm_mat * n; tangent = norm_mat * t; bitangent = cross (normal, tangent) * vtangent.w; color = vcolor; st = texcoord; gl_Position = mvp_mat * vec4 (position, 1.0); } -- Fragment.iqm struct light { vec4 position; // xyz = pos, w = strength vec4 color; // rgb. a = ? }; uniform sampler2D texture; uniform sampler2D normalmap; uniform vec3 ambient; uniform light lights[8]; varying vec3 position; varying vec3 bitangent; varying vec3 tangent; varying vec3 normal; varying vec2 st; varying vec4 color; vec3 calc_light (vec3 n, int ind) { vec3 d; light l = lights[ind]; float mag; d = l.position.xyz - position; mag = dot (d, n); mag = max (0.0, mag); return l.color.rgb * (l.position.w * mag / dot (d, d)); } void main (void) { mat3 tbn = mat3 (tangent, bitangent, normal); vec3 norm, l; vec4 col; norm = (texture2D (normalmap, st).xyz - vec3(0.5)) * 2.0; norm = tbn * norm; l = ambient; l += calc_light (norm, 0); l += calc_light (norm, 1); l += calc_light (norm, 2); l += calc_light (norm, 3); l += calc_light (norm, 4); l += calc_light (norm, 5); l += calc_light (norm, 6); l += calc_light (norm, 7); col = texture2D (texture, st) * color * vec4 (l, 1.0); gl_FragColor = fogBlend (col); } -- version.130 #version 130 -- Vertex.fstri out vec2 uv; void main () { // quake uses clockwise triangle order float x = (gl_VertexID & 2); float y = (gl_VertexID & 1); uv = vec2(x, y*2); gl_Position = vec4 (2, 4, 0, 0) * vec4 (x, y, 0, 0) - vec4 (1, 1, 0, -1); } -- Fragment.screen.warp uniform sampler2D screenTex; uniform float time; in vec2 uv; const float S = 0.15625; const float F = 2.5; const float A = 0.01; const vec2 B = vec2 (1, 1); void main () { vec2 st; st = uv * (1.0 - 2.0*A) + A * (B + sin ((time * S + F * uv.yx) * 2.0*PI)); vec4 c = texture2D (screenTex, st); gl_FragColor = c;//vec4(uv, c.x, 1); } -- Fragment.screen.fisheye uniform samplerCube screenTex; uniform float fov; uniform float aspect; in vec2 uv; void main () { // slight offset on y is to avoid the singularity straight ahead vec2 xy = (2.0 * uv - vec2 (1, 1.00002)) * (vec2(1, -aspect)); float r = sqrt (dot (xy, xy)); vec2 cs = vec2 (cos (r * fov), sin (r * fov)); vec3 dir = vec3 (cs.y * xy / r, cs.x); vec4 c = textureCube(screenTex, dir); gl_FragColor = c;// * 0.001 + vec4(dir, 1); }