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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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59 lines
No EOL
1.2 KiB
GLSL
Executable file
59 lines
No EOL
1.2 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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vec4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
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vec4 highlightcolor;
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vec4 fogsettings;
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vec4 fogcolor;
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samplerCube texture1;
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}
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shader world3d_skybox
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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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vec3 Tex;
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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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vec3 worldpos = (world * vec4(in.Position, 1.0)).xyz;
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vec4 skynormal = vec4(0.0, 1.0, 0.0, 0.0);
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vec3 normal = normalize((world * skynormal).xyz);
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v2f.Tex = reflect(worldpos - campos.xyz, normal);
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}
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fragment
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{
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vec4 ncolor = texture(texture1, v2f.Tex);
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out.FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), 1.0);
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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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} |