mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 12:22:35 +00:00
373 lines
No EOL
9.9 KiB
GLSL
Executable file
373 lines
No EOL
9.9 KiB
GLSL
Executable file
uniforms
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{
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mat4 world;
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mat4 view;
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mat4 projection;
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mat4 modelnormal;
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vec4 campos;
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vec4 highlightcolor;
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vec4 stencilColor;
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float desaturation;
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vec4 fogsettings;
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vec4 fogcolor;
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vec4 sectorfogcolor;
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vec4 vertexColor;
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sampler2D texture1;
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// dynamic light related
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vec4 lightPosAndRadius[64];
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vec4 lightOrientation[64]; // this is a vector that points in light's direction
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vec2 light2Radius[64]; // this is used with spotlights
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vec4 lightColor[64];
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float ignoreNormals;
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float lightsEnabled;
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// Slope handle length
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float slopeHandleLength;
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}
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functions
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{
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// This adds fog color to current pixel color
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vec4 getFogColor(vec3 PosW, vec4 color)
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{
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float fogdist = max(16.0, distance(PosW, campos.xyz));
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float fogfactor = exp2(campos.w * fogdist);
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color.rgb = mix(sectorfogcolor.rgb, color.rgb, fogfactor);
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return color;
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}
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vec4 desaturate(vec4 texel)
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{
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float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
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return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
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}
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vec3 getOneDynLightContribution(vec3 PosW, vec3 Normal, vec3 light, vec4 lColor, vec4 lPosAndRadius, vec4 lOrientation, vec2 l2Radius)
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{
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//is face facing away from light source?
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// update 01.02.2017: offset the equation by 3px back to try to emulate GZDoom's broken visibility check.
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float diffuseContribution = dot(Normal, normalize(lPosAndRadius.xyz - PosW + Normal * 3.0));
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if (diffuseContribution < 0.0 && (ignoreNormals == 0 || (lColor.a > 0.979 && lColor.a < 0.981))) // attenuated light and facing away
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return light;
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diffuseContribution = max(diffuseContribution, 0.0); // to make sure
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//is pixel in light range?
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float dist = distance(PosW, lPosAndRadius.xyz);
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if (dist > lPosAndRadius.w)
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return light;
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float power = 1.0;
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power *= max(lPosAndRadius.w - dist, 0.0) / lPosAndRadius.w;
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if (lOrientation.w > 0.5)
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{
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vec3 lightDirection = normalize(lPosAndRadius.xyz - PosW);
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float cosDir = dot(lightDirection, lOrientation.xyz);
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float df = smoothstep(l2Radius.y, l2Radius.x, cosDir);
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power *= df;
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}
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if (lColor.a > 0.979 && lColor.a < 0.981) // attenuated light 98%
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power *= diffuseContribution;
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// for w/e reason GZDoom also does this
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power *= lColor.a;
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if (lColor.a >= 1)
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return light.rgb - lColor.rgb * power;
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return light.rgb + lColor.rgb * power;
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}
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vec4 getDynLightContribution(vec4 tcolor, vec4 baselight, vec3 PosW, vec3 Normal)
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{
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vec3 light = vec3(0, 0, 0);
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vec3 addlight = vec3(0, 0, 0);
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if (lightsEnabled != 0)
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{
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for (int i = 0; i < 64; i++)
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{
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if (lightColor[i].a == 0)
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break;
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if (lightColor[i].a < 0.4) // additive
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addlight = getOneDynLightContribution(PosW, Normal, addlight, lightColor[i], lightPosAndRadius[i], lightOrientation[i], light2Radius[i]);
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else light = getOneDynLightContribution(PosW, Normal, light, lightColor[i], lightPosAndRadius[i], lightOrientation[i], light2Radius[i]);
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}
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}
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return vec4(tcolor.rgb*(baselight.rgb+light)+addlight, tcolor.a*baselight.a);
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}
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}
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shader world3d_main
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{
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in
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{
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vec3 Position;
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vec4 Color;
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vec2 TextureCoordinate;
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vec3 Normal;
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}
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v2f
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{
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vec4 Color;
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vec2 UV;
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vec3 PosW;
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vec3 Normal;
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vec4 viewpos;
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}
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out
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{
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vec4 FragColor;
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}
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vertex
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{
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v2f.viewpos = view * world * vec4(in.Position, 1.0);
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gl_Position = projection * v2f.viewpos;
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v2f.PosW = (world * vec4(in.Position, 1.0)).xyz;
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v2f.Color = in.Color;
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v2f.UV = in.TextureCoordinate;
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v2f.Normal = normalize((modelnormal * vec4(in.Normal, 1.0)).xyz);
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}
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fragment
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{
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vec4 tcolor = texture(texture1, v2f.UV);
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tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
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tcolor = getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal);
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out.FragColor = desaturate(tcolor);
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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}
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shader world3d_fullbright extends world3d_main
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{
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fragment
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{
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vec4 tcolor = texture(texture1, v2f.UV);
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tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
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tcolor.a *= v2f.Color.a;
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out.FragColor = tcolor;
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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}
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shader world3d_main_highlight extends world3d_main
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{
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fragment
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{
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vec4 tcolor = texture(texture1, v2f.UV);
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tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
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tcolor = getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal);
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if (tcolor.a == 0.0)
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{
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out.FragColor = tcolor;
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}
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else
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{
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// Blend texture color and vertex color
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vec4 ncolor = desaturate(tcolor);
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out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(v2f.Color.a + 0.25, 0.5));
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}
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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}
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shader world3d_fullbright_highlight extends world3d_fullbright
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{
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fragment
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{
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vec4 tcolor = texture(texture1, v2f.UV);
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tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
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if(tcolor.a == 0.0)
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{
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out.FragColor = tcolor;
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}
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else
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{
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// Blend texture color and vertex color
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vec4 ncolor = tcolor * v2f.Color;
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out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (tcolor.rgb - 0.4 * highlightcolor.a), max(v2f.Color.a + 0.25, 0.5));
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}
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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}
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shader world3d_vertex_color extends world3d_main
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{
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fragment
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{
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out.FragColor = v2f.Color;
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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}
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shader world3d_main_vertexcolor extends world3d_main
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{
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vertex
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{
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v2f.viewpos = view * world * vec4(in.Position, 1.0);
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gl_Position = projection * v2f.viewpos;
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v2f.Color = vertexColor;
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v2f.UV = in.TextureCoordinate;
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}
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}
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shader world3d_constant_color extends world3d_main_vertexcolor
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{
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fragment
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{
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out.FragColor = vertexColor;
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0f) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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}
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// world3d_main_highlight with vertex program from world3d_vertexcolor
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// to-do: rewrite into a function
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shader world3d_highlight_vertexcolor extends world3d_main_highlight
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{
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vertex
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{
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v2f.viewpos = view * world * vec4(in.Position, 1.0);
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gl_Position = projection * v2f.viewpos;
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v2f.Color = vertexColor;
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v2f.UV = in.TextureCoordinate;
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}
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}
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shader world3d_main_fog extends world3d_main
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{
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fragment
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{
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vec4 tcolor = texture(texture1, v2f.UV);
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tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
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tcolor = getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal);
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if (tcolor.a == 0.0)
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{
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out.FragColor = tcolor;
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}
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else
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{
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out.FragColor = desaturate(getFogColor(v2f.PosW, tcolor));
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}
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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}
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shader world3d_main_highlight_fog extends world3d_main_fog
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{
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fragment
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{
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vec4 tcolor = texture(texture1, v2f.UV);
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tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
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tcolor = vec4(getDynLightContribution(tcolor, v2f.Color, v2f.PosW, v2f.Normal).rgb, tcolor.a);
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if (tcolor.a == 0.0)
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{
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out.FragColor = tcolor;
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}
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else
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{
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// Blend texture color and vertex color
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vec4 ncolor = desaturate(getFogColor(v2f.PosW, tcolor));
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out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(ncolor.a + 0.25, 0.5));
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}
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#if defined(ALPHA_TEST)
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if (out.FragColor.a < 0.5) discard;
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#endif
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if (fogsettings.x >= 0.0) out.FragColor = mix(out.FragColor, fogcolor, clamp((-v2f.viewpos.z - fogsettings.x) / (fogsettings.y - fogsettings.x), 0.0, 1.0));
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}
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}
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// world3d_fog, but with vertex shader from customvertexcolor_fog
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// to-do: rewrite into a function
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shader world3d_main_fog_vertexcolor extends world3d_main_fog
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{
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vertex
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{
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v2f.viewpos = view * world * vec4(in.Position, 1.0);
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gl_Position = projection * v2f.viewpos;
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v2f.PosW = (world * vec4(in.Position, 1.0)).xyz;
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v2f.Color = vertexColor;
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v2f.UV = in.TextureCoordinate;
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v2f.Normal = normalize((modelnormal * vec4(in.Normal, 1.0)).xyz);
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}
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}
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shader world3d_main_highlight_fog_vertexcolor extends world3d_main_highlight_fog
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{
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vertex
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{
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v2f.viewpos = view * world * vec4(in.Position, 1.0);
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gl_Position = projection * v2f.viewpos;
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v2f.PosW = (world * vec4(in.Position, 1.0)).xyz;
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v2f.Color = vertexColor;
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v2f.UV = in.TextureCoordinate;
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v2f.Normal = normalize((modelnormal * vec4(in.Normal, 1.0)).xyz);
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}
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}
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// Slope handle shader
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shader world3d_slope_handle extends world3d_vertex_color
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{
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vertex
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{
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v2f.viewpos = view * world * vec4(in.Position.x * slopeHandleLength, in.Position.y, in.Position.z, 1.0);
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gl_Position = projection * v2f.viewpos;
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v2f.Color = in.Color * vertexColor;
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v2f.UV = in.TextureCoordinate;
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}
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} |