mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
f58c2fef5a
After messing with SIMD stuff for a little, I think I now understand why the industry went with xyzw instead of the mathematical wxyz. Anyway, this will make for less pain in the future (assuming I got everything).
553 lines
9.8 KiB
GLSL
553 lines
9.8 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 qs = 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.palette
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uniform sampler2D palette;
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vec4
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palettedColor (float pix)
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{
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return texture2D (palette, vec2 (pix, 0.0));
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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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-- env.warp.nop
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vec2
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warp_st (vec2 st, float time)
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{
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return st;
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}
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-- env.warp.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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warp_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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-- env.sky.cube
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uniform samplerCube sky;
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vec4
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sky_color (vec3 dir)
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{
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// NOTE: quake's world and GL's world are rotated relative to each other
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// quake has x right, y in, z up. gl has x right, y up, z out
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// The textures are loaded with GL's z (quake's y) already negated, so
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// all that's needed here is to swizzle y and z.
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return textureCube(sky, dir.xzy);
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}
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-- env.sky.id
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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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const float SCALE = 189.0 / 64.0;
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vec4
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sky_color (vec3 dir)
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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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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 * time / 16.0;
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pix = texture2D (solid, st).r;
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}
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return palettedColor (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 vec3 vertexa, vertexb;
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attribute vec3 vnormala, vnormalb;
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attribute vec2 vsta, vstb;
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attribute vec4 vcolora, vcolorb;
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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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-- Vertex.bsp
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uniform mat4 mvp_mat;
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uniform mat4 sky_mat;
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attribute vec4 vertex;
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attribute vec4 tlst;
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attribute vec4 vcolor;
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varying vec2 tst;
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varying vec2 lst;
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varying vec4 color;
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varying vec3 direction;
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void
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main (void)
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{
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gl_Position = mvp_mat * vertex;
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direction = (sky_mat * vertex).xyz;
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tst = tlst.st;
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lst = tlst.pq;
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color = vcolor;
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}
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-- Fragment.bsp.lit
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uniform sampler2D texture;
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uniform sampler2D lightmap;
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uniform float time;
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varying vec2 tst;
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varying vec2 lst;
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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;
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vec2 st;
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float light = texture2D (lightmap, lst).r;
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vec4 c;
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st = warp_st (tst, time);
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pix = texture2D (texture, st).r;
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c = mappedColor (pix, light * 4.0) * color;
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gl_FragColor = fogBlend (c);
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}
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-- Fragment.bsp.unlit
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uniform sampler2D texture;
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uniform float time;
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varying vec2 tst;
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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;
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vec2 st;
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vec4 c;
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st = warp_st (tst, time);
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pix = texture2D (texture, st).r;
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c = palettedColor (pix) * color;
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gl_FragColor = fogBlend (c);
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}
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-- Fragment.bsp.sky
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varying vec3 direction;
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void
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main (void)
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{
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vec4 c = sky_color (direction);
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gl_FragColor = fogBlend (c);
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}
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-- Vertex.particle.point
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uniform mat4 mvp_mat;
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/** Vertex position.
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x, y, z, c
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c is the color of the point.
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*/
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attribute vec3 vertex;
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attribute float vcolor;
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varying float color;
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void
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main (void)
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{
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gl_Position = mvp_mat * vec4 (vertex, 1.0);
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gl_PointSize = max (1.0, 1024.0 * abs (1.0 / gl_Position.z));
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color = vcolor;
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}
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-- Vertex.particle.textured
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uniform mat4 mvp_mat;
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/** Vertex position.
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x, y, z, c
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c is the color of the point.
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*/
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attribute vec3 vertex;
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attribute vec2 vst;
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attribute vec4 vcolor;
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varying vec4 color;
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varying vec2 st;
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void
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main (void)
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{
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gl_Position = mvp_mat * vec4 (vertex, 1.0);
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color = vcolor;
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st = vst;
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}
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-- Fragment.particle.point
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//precision mediump float;
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varying float color;
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void
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main (void)
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{
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if (color == 1.0)
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discard;
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gl_FragColor = fogBlend (palettedColor (color));
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}
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-- Fragment.particle.textured
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//precision mediump float;
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uniform sampler2D texture;
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varying vec4 color;
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varying vec2 st;
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void
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main (void)
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{
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gl_FragColor = fogBlend (texture2D (texture, st) * color);
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}
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-- Vertex.sprite
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uniform mat4 mvp_mat;
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attribute vec3 vertexa, vertexb;
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attribute vec4 uvab; ///< ua va ub vb
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attribute float vblend; //FIXME why is this not a uniform?
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attribute vec4 vcolora, vcolorb;
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varying float blend;
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varying vec4 colora, colorb;
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varying vec2 sta, stb;
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void
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main (void)
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{
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gl_Position = mvp_mat * vec4 (mix (vertexa, vertexb, vblend), 1.0);
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blend = vblend;
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colora = vcolora;
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colorb = vcolorb;
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sta = uvab.xy;
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stb = uvab.zw;
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}
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-- Fragment.sprite
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uniform sampler2D spritea;
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uniform sampler2D spriteb;
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varying float blend;
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varying vec4 colora, colorb;
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varying vec2 sta, stb;
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void
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main (void)
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{
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float pixa, pixb;
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vec4 cola, colb;
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vec4 col;
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pixa = texture2D (spritea, sta).r;
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pixb = texture2D (spriteb, stb).r;
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if (pixa == 1.0 && pixb == 1.0)
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discard;
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cola = palettedColor (pixa) * colora;
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colb = palettedColor (pixb) * colorb;
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col = mix (cola, colb, blend);
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if (col.a == 0.0)
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discard;
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gl_FragColor = fogBlend (col);
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}
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-- Vertex.2d
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uniform mat4 mvp_mat;
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/** Vertex position.
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x, y, s, t
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\a vertex provides the onscreen location at which to draw the icon
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(\a x, \a y) and texture coordinate for the icon (\a s=z, \a t=w).
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*/
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attribute vec4 vertex;
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attribute vec4 vcolor;
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varying vec4 color;
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varying vec2 st;
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void
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main (void)
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{
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gl_Position = mvp_mat * vec4 (vertex.xy, 0.0, 1.0);
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st = vertex.zw;
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color = vcolor;
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}
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-- Fragment.2d
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//precision mediump float;
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uniform sampler2D texture;
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varying vec4 color;
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varying vec2 st;
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void
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main (void)
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{
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float pix;
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pix = texture2D (texture, st).r;
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if (pix == 1.0)
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discard;
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gl_FragColor = palettedColor (pix) * color;
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}
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-- Vertex.iqm
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uniform mat4 mvp_mat;
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uniform mat3 norm_mat;
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uniform mat4 bonemats[80];
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attribute vec4 vcolor;
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attribute vec4 vweights;
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attribute vec4 vbones;
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attribute vec4 vtangent;
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attribute vec3 vnormal;
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attribute vec2 texcoord;
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attribute vec3 vposition;
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varying vec3 position;
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varying vec3 bitangent;
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varying vec3 tangent;
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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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mat4 m;
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vec4 q0, qe;
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vec3 sh, sc, tr, v, n, t;
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m = bonemats[int (vbones.x)] * vweights.x;
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m += bonemats[int (vbones.y)] * vweights.y;
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m += bonemats[int (vbones.z)] * vweights.z;
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m += bonemats[int (vbones.w)] * vweights.w;
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#if 0
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q0 = m[0];
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qe = m[1];
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sh = m[2].xyz;
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sc = m[3].xyz;
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// extract translation from dual quaternion
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tr = dqtrans (q0, qe);
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// apply rotation and translation
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v = qmult (q0, vposition) + tr;
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// apply shear
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v.z += v.y * sh.z + v.x * sh.y;
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v.y += v.x * sh.x;
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// apply scale
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v *= sc;
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// rotate normal (won't bother with shear or scale: not super accurate,
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// but probably good enough)
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n = qmult (q0, vnormal);
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// rotate tangent (won't bother with shear or scale: not super accurate,
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// but probably good enough)
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t = qmult (q0, vtangent.xyz);
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#else
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mat3 nm = mat3 (m[0].xyz, m[1].xyz, m[2].xyz);
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v = (m * vec4 (vposition, 1.0)).xyz;
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n = nm * vnormal;
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t = nm * vtangent.xyz;
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#endif
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position = v;
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normal = norm_mat * n;
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tangent = norm_mat * t;
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bitangent = cross (normal, tangent) * vtangent.w;
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color = vcolor;
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st = texcoord;
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gl_Position = mvp_mat * vec4 (position, 1.0);
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}
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-- Fragment.iqm
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struct light {
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vec4 position; // xyz = pos, w = strength
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vec4 color; // rgb. a = ?
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};
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uniform sampler2D texture;
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uniform sampler2D normalmap;
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uniform vec3 ambient;
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uniform light lights[8];
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varying vec3 position;
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varying vec3 bitangent;
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varying vec3 tangent;
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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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vec3
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calc_light (vec3 n, int ind)
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{
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vec3 d;
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light l = lights[ind];
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float mag;
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d = l.position.xyz - position;
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mag = dot (d, n);
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mag = max (0.0, mag);
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return l.color.rgb * (l.position.w * mag / dot (d, d));
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}
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void
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main (void)
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{
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mat3 tbn = mat3 (tangent, bitangent, normal);
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vec3 norm, l;
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vec4 col;
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norm = (texture2D (normalmap, st).xyz - vec3(0.5)) * 2.0;
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norm = tbn * norm;
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l = ambient;
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l += calc_light (norm, 0);
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l += calc_light (norm, 1);
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l += calc_light (norm, 2);
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l += calc_light (norm, 3);
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l += calc_light (norm, 4);
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l += calc_light (norm, 5);
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l += calc_light (norm, 6);
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l += calc_light (norm, 7);
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col = texture2D (texture, st) * color * vec4 (l, 1.0);
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gl_FragColor = fogBlend (col);
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}
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