mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
b269338947
So far, alias model rendering is the only victim, but things are working, even if only color map lookup and fog blending are broken out at this stage. I expect the effect naming scheme will go through some changes until I'm happy with it.
152 lines
3 KiB
GLSL
152 lines
3 KiB
GLSL
-- Math.const
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const float PI = 3.14159265;
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const float E = 2.71828183;
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-- Math.quaternion
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vec3
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qmult (vec4 q, vec3 v)
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{
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float qc = q.w;
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vec3 qv = q.xyz;
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vec3 t = cross (qv, v);
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return (qs * qs) * v + 2.0 * qs * t + dot (qv, v) * qv + cross (qv, t);
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}
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vec3
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dqtrans (vec4 q0, vec4 qe)
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{//2.0 * (q0.w * qe.xyz - qe.w * q0.xyz - cross (qe.xyz, q0.xyz));
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float qs = q0.w, Ts = qe.w;
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vec3 qv = -q0.xyz, Tv = qe.xyz;
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return 2.0 * (Ts * qv + qs * Tv + cross (Tv, qv));
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}
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-- Fragment.fog
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uniform vec4 fog;
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vec4
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fogBlend (vec4 color)
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{
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float fog_factor;
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float az = fog.a * gl_FragCoord.z / gl_FragCoord.w;
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vec4 fog_color = vec4 (fog.rgb, 1.0);
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fog_factor = exp (-az * az);
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return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a);
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}
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-- Fragment.colormap
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uniform sampler2D colormap;
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vec4
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mappedColor (float pix, float light)
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{
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return texture2D (colormap, vec2 (pix, light));
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}
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-- Fragment.turb
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const float SPEED = 20.0;
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const float CYCLE = 128.0;
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const float FACTOR = PI * 2.0 / CYCLE;
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const vec2 BIAS = vec2 (1.0, 1.0)
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const float SCALE = 8.0;
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vec2
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turb_st (vec2 st, float time)
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{
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vec2 angle = st.ts * CYCLE / 2.0;
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vec2 phase = vec2 (time, time) * SPEED;
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return st + (sin ((angle + phase) * FACTOR) + BIAS) / SCALE;
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}
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-- Fragment.skydome
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uniform sampler2D palette;
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uniform sampler2D solid;
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uniform sampler2D trans;
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uniform float time
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varying vec3 direction
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const float SCALE = 189.0 / 64.0;
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vec4
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skydome (dir, time)
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{
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float len;
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float pix;
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vec2 flow = vec2 (1.0, 1.0);
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vec2 st, base;
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vec3 dir = direction;
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dir.z *= 3.0;
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len = dot (dir, dir);
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len = SCALE * inversesqrt (len);
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base = dir.yx * vec2(1.0, -1.0) * len;
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st = base + flow * time / 8.0;
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pix = texture2D (trans, st).r;
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if (pix == 0.0) {
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st = base + flow * realtime / 16.0;
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pix = texture2D (solid, st).r;
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}
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return texture2D (palette, pix);
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}
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-- Vertex.mdl
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uniform mat4 mvp_mat;
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uniform mat3 norm_mat;
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uniform vec2 skin_size;
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uniform float blend;
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attribute vec4 vcolora, vcolorb;
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attribute vec2 vsta, vstb;
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attribute vec3 vnormala, vnormalb;
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attribute vec3 vertexa, vertexb;
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varying vec3 normal;
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varying vec2 st;
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varying vec4 color;
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void
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main (void)
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{
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vec3 vertex;
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vec3 vnormal;
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vertex = mix (vertexa, vertexb, blend);
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vnormal = mix (vnormala, vnormalb, blend);
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gl_Position = mvp_mat * vec4 (vertex, 1.0);
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st = mix (vsta, vstb, blend) / skin_size;
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normal = norm_mat * vnormal;
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color = mix (vcolora, vcolorb, blend);
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}
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-- Fragment.mdl
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uniform sampler2D skin;
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uniform float ambient;
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uniform float shadelight;
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uniform vec3 lightvec;
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varying vec3 normal;
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varying vec2 st;
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varying vec4 color;
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void
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main (void)
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{
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float pix = texture2D (skin, st).r;
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float light = ambient;
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float d, col;
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vec4 lit;
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d = dot (normal, lightvec);
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d = min (d, 0.0);
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light = 255.0 - light;
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light += d * shadelight;
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lit = mappedColor (pix, light / 255.0);
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gl_FragColor = fogBlend (lit * color);
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}
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