UltimateZoneBuilder/Source/Native/ShaderWorld3D.h

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C
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#pragma once
static const char* world3D_vs_main = R"(
in vec3 AttrPosition;
in vec4 AttrColor;
in vec2 AttrUV;
in vec3 AttrNormal;
out vec4 Color;
out vec2 UV;
uniform mat4 worldviewproj;
void main()
{
gl_Position = worldviewproj * vec4(AttrPosition, 1.0);
Color = AttrColor;
UV = AttrUV;
}
)";
static const char* world3D_vs_customvertexcolor = R"(
in vec3 AttrPosition;
in vec4 AttrColor;
in vec2 AttrUV;
in vec3 AttrNormal;
out vec4 Color;
out vec2 UV;
uniform mat4 worldviewproj;
uniform vec4 vertexColor;
void main()
{
gl_Position = worldviewproj * vec4(AttrPosition, 1.0);
Color = vertexColor;
UV = AttrUV;
}
)";
static const char* world3D_vs_customvertexcolor_fog = R"(
in vec3 AttrPosition;
in vec4 AttrColor;
in vec2 AttrUV;
in vec3 AttrNormal;
out vec4 Color;
out vec2 UV;
out vec3 PosW;
out vec3 Normal;
uniform mat4 worldviewproj;
uniform mat4 world;
uniform mat4 modelnormal;
uniform vec4 vertexColor;
void main()
{
gl_Position = worldviewproj * vec4(AttrPosition, 1.0);
PosW = (world * vec4(AttrPosition, 1.0)).xyz;
Color = vertexColor;
UV = AttrUV;
Normal = normalize((modelnormal * vec4(AttrNormal, 1.0)).xyz);
}
)";
static const char* world3D_vs_lightpass = R"(
in vec3 AttrPosition;
in vec4 AttrColor;
in vec2 AttrUV;
in vec3 AttrNormal;
out vec4 Color;
out vec2 UV;
out vec3 PosW;
out vec3 Normal;
uniform mat4 worldviewproj;
uniform mat4 world;
uniform mat4 modelnormal;
void main()
{
gl_Position = worldviewproj * vec4(AttrPosition, 1.0);
PosW = (world * vec4(AttrPosition, 1.0)).xyz;
Color = AttrColor;
UV = AttrUV;
Normal = normalize((modelnormal * vec4(AttrNormal, 1.0)).xyz);
}
)";
static const char* world3D_vs_skybox = R"(
in vec3 AttrPosition;
in vec2 AttrUV;
out vec3 Tex;
uniform mat4 worldviewproj;
uniform mat4 world;
uniform vec4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
void main()
{
gl_Position = worldviewproj * vec4(AttrPosition, 1.0);
vec3 worldpos = (world * vec4(AttrPosition, 1.0)).xyz;
vec4 skynormal = vec4(0.0, 1.0, 0.0, 0.0);
vec3 normal = normalize((world * skynormal).xyz);
Tex = reflect(worldpos - campos.xyz, normal);
}
)";
static const char* world3D_ps_main = R"(
in vec4 Color;
in vec2 UV;
out vec4 FragColor;
uniform vec4 stencilColor;
uniform float desaturation;
uniform sampler2D texture1;
vec4 desaturate(vec4 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
}
void main()
{
vec4 tcolor = texture(texture1, UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
FragColor = desaturate(tcolor * Color);
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#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}
)";
static const char* world3D_ps_fullbright = R"(
in vec4 Color;
in vec2 UV;
out vec4 FragColor;
uniform vec4 stencilColor;
uniform sampler2D texture1;
void main()
{
vec4 tcolor = texture(texture1, UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
tcolor.a *= Color.a;
FragColor = tcolor;
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#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}
)";
static const char* world3D_ps_main_highlight = R"(
in vec4 Color;
in vec2 UV;
out vec4 FragColor;
uniform vec4 highlightcolor;
uniform vec4 stencilColor;
uniform float desaturation;
uniform sampler2D texture1;
vec4 desaturate(vec4 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
}
void main()
{
vec4 tcolor = texture(texture1, UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if (tcolor.a == 0.0)
{
FragColor = tcolor;
}
else
{
// Blend texture color and vertex color
vec4 ncolor = desaturate(tcolor * Color);
FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(Color.a + 0.25, 0.5));
}
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#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}
)";
static const char* world3D_ps_fullbright_highlight = R"(
in vec4 Color;
in vec2 UV;
out vec4 FragColor;
uniform vec4 highlightcolor;
uniform vec4 stencilColor;
uniform sampler2D texture1;
void main()
{
vec4 tcolor = texture(texture1, UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if(tcolor.a == 0.0)
{
FragColor = tcolor;
}
else
{
// Blend texture color and vertex color
vec4 ncolor = tcolor * Color;
FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (tcolor.rgb - 0.4 * highlightcolor.a), max(Color.a + 0.25, 0.5));
}
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#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}
)";
static const char* world3D_ps_main_fog = R"(
in vec4 Color;
in vec2 UV;
in vec3 PosW;
in vec3 Normal;
out vec4 FragColor;
uniform vec4 stencilColor;
uniform vec4 lightColor;
uniform float desaturation;
uniform vec4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
uniform sampler2D texture1;
// This adds fog color to current pixel color
vec4 getFogColor(vec4 color)
{
float fogdist = max(16.0, distance(PosW, campos.xyz));
float fogfactor = exp2(campos.w * fogdist);
color.rgb = mix(lightColor.rgb, color.rgb, fogfactor);
return color;
}
vec4 desaturate(vec4 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
}
void main()
{
vec4 tcolor = texture(texture1, UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if (tcolor.a == 0.0)
{
FragColor = tcolor;
}
else
{
FragColor = desaturate(getFogColor(tcolor * Color));
}
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#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}
)";
static const char* world3D_ps_main_highlight_fog = R"(
in vec4 Color;
in vec2 UV;
in vec3 PosW;
in vec3 Normal;
out vec4 FragColor;
uniform vec4 highlightcolor;
uniform vec4 stencilColor;
uniform vec4 lightColor;
uniform float desaturation;
uniform vec4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
uniform sampler2D texture1;
// This adds fog color to current pixel color
vec4 getFogColor(vec4 color)
{
float fogdist = max(16.0, distance(PosW, campos.xyz));
float fogfactor = exp2(campos.w * fogdist);
color.rgb = mix(lightColor.rgb, color.rgb, fogfactor);
return color;
}
vec4 desaturate(vec4 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
}
void main()
{
vec4 tcolor = texture(texture1, UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if (tcolor.a == 0.0)
{
FragColor = tcolor;
}
else
{
// Blend texture color and vertex color
vec4 ncolor = desaturate(getFogColor(tcolor * Color));
FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(ncolor.a + 0.25, 0.5));
}
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#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}
)";
static const char* world3D_ps_constant_color = R"(
in vec4 Color;
in vec2 UV;
out vec4 FragColor;
uniform vec4 vertexColor;
void main()
{
FragColor = vertexColor;
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#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}
)";
static const char* world3D_ps_vertex_color = R"(
in vec4 Color;
in vec2 UV;
out vec4 FragColor;
void main()
{
FragColor = Color;
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#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}
)";
static const char* world3D_ps_lightpass = R"(
in vec4 Color;
in vec2 UV;
in vec3 PosW;
in vec3 Normal;
out vec4 FragColor;
uniform vec4 stencilColor;
uniform vec4 lightPosAndRadius;
uniform vec3 lightOrientation; // this is a vector that points in light's direction
uniform vec2 light2Radius; // this is used with spotlights
uniform vec4 lightColor;
uniform float ignoreNormals; // ignore normals in lighting equation. used for non-attenuated lights on models.
uniform float spotLight; // use lightOrientation
uniform float desaturation;
uniform sampler2D texture1;
vec4 desaturate(vec4 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
}
void main()
{
//is face facing away from light source?
// update 01.02.2017: offset the equation by 3px back to try to emulate GZDoom's broken visibility check.
float diffuseContribution = dot(Normal, normalize(lightPosAndRadius.xyz - PosW + Normal * 3.0));
if (diffuseContribution < 0.0 && ignoreNormals < 0.5)
discard;
diffuseContribution = max(diffuseContribution, 0.0); // to make sure
//is pixel in light range?
float dist = distance(PosW, lightPosAndRadius.xyz);
if (dist > lightPosAndRadius.w)
discard;
//is pixel tranparent?
vec4 tcolor = texture(texture1, UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if (tcolor.a == 0.0)
discard;
//if it is - calculate color at current pixel
vec4 lightColorMod = vec4(0.0, 0.0, 0.0, 1.0);
lightColorMod.rgb = lightColor.rgb * max(lightPosAndRadius.w - dist, 0.0) / lightPosAndRadius.w;
if (spotLight > 0.5)
{
vec3 lightDirection = normalize(lightPosAndRadius.xyz - PosW);
float cosDir = dot(lightDirection, lightOrientation);
float df = smoothstep(light2Radius.y, light2Radius.x, cosDir);
lightColorMod.rgb *= df;
}
if (lightColor.a > 0.979f && lightColor.a < 0.981f) // attenuated light 98%
lightColorMod.rgb *= diffuseContribution;
if (lightColorMod.r <= 0.0 && lightColorMod.g <= 0.0 && lightColorMod.b <= 0.0)
discard;
lightColorMod.rgb *= lightColor.a;
if (lightColor.a > 0.4) //Normal, vavoom or negative light (or attenuated)
lightColorMod *= tcolor;
FragColor = desaturate(lightColorMod); //Additive light
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#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}
)";
static const char* world3D_ps_skybox = R"(
in vec3 Tex;
out vec4 FragColor;
uniform vec4 highlightcolor;
uniform samplerCube texture1;
void main()
{
vec4 ncolor = texture(texture1, Tex);
FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), 1.0);
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#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}
)";