mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
470 lines
10 KiB
C
470 lines
10 KiB
C
#pragma once
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static const char* world3D_vs_main = R"(
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in vec3 AttrPosition;
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in vec4 AttrColor;
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in vec2 AttrUV;
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in vec3 AttrNormal;
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out vec4 Color;
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out vec2 UV;
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uniform mat4 worldviewproj;
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void main()
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{
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gl_Position = worldviewproj * vec4(AttrPosition, 1.0);
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Color = AttrColor;
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UV = AttrUV;
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}
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)";
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static const char* world3D_vs_customvertexcolor = R"(
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in vec3 AttrPosition;
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in vec4 AttrColor;
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in vec2 AttrUV;
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in vec3 AttrNormal;
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out vec4 Color;
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out vec2 UV;
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uniform mat4 worldviewproj;
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uniform vec4 vertexColor;
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void main()
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{
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gl_Position = worldviewproj * vec4(AttrPosition, 1.0);
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Color = vertexColor;
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UV = AttrUV;
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}
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)";
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static const char* world3D_vs_customvertexcolor_fog = R"(
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in vec3 AttrPosition;
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in vec4 AttrColor;
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in vec2 AttrUV;
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in vec3 AttrNormal;
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out vec4 Color;
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out vec2 UV;
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out vec3 PosW;
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out vec3 Normal;
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uniform mat4 worldviewproj;
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uniform mat4 world;
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uniform mat4 modelnormal;
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uniform vec4 vertexColor;
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void main()
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{
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gl_Position = worldviewproj * vec4(AttrPosition, 1.0);
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PosW = (world * vec4(AttrPosition, 1.0)).xyz;
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Color = vertexColor;
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UV = AttrUV;
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Normal = normalize((modelnormal * vec4(AttrNormal, 1.0)).xyz);
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}
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)";
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static const char* world3D_vs_lightpass = R"(
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in vec3 AttrPosition;
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in vec4 AttrColor;
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in vec2 AttrUV;
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in vec3 AttrNormal;
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out vec4 Color;
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out vec2 UV;
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out vec3 PosW;
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out vec3 Normal;
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uniform mat4 worldviewproj;
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uniform mat4 world;
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uniform mat4 modelnormal;
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void main()
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{
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gl_Position = worldviewproj * vec4(AttrPosition, 1.0);
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PosW = (world * vec4(AttrPosition, 1.0)).xyz;
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Color = AttrColor;
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UV = AttrUV;
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Normal = normalize((modelnormal * vec4(AttrNormal, 1.0)).xyz);
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}
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)";
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static const char* world3D_vs_skybox = R"(
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in vec3 AttrPosition;
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in vec2 AttrUV;
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out vec3 Tex;
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uniform mat4 worldviewproj;
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uniform mat4 world;
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uniform vec4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
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void main()
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{
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gl_Position = worldviewproj * vec4(AttrPosition, 1.0);
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vec3 worldpos = (world * vec4(AttrPosition, 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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Tex = reflect(worldpos - campos.xyz, normal);
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}
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)";
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static const char* world3D_ps_main = R"(
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in vec4 Color;
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in vec2 UV;
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out vec4 FragColor;
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uniform vec4 stencilColor;
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uniform float desaturation;
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uniform sampler2D texture1;
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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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void main()
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{
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vec4 tcolor = texture(texture1, UV);
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tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
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FragColor = desaturate(tcolor * Color);
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#if defined(ALPHA_TEST)
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if (FragColor.a < 0.5) discard;
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#endif
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}
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)";
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static const char* world3D_ps_fullbright = R"(
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in vec4 Color;
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in vec2 UV;
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out vec4 FragColor;
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uniform vec4 stencilColor;
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uniform sampler2D texture1;
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void main()
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{
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vec4 tcolor = texture(texture1, UV);
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tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
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tcolor.a *= Color.a;
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FragColor = tcolor;
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#if defined(ALPHA_TEST)
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if (FragColor.a < 0.5) discard;
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#endif
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}
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)";
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static const char* world3D_ps_main_highlight = R"(
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in vec4 Color;
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in vec2 UV;
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out vec4 FragColor;
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uniform vec4 highlightcolor;
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uniform vec4 stencilColor;
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uniform float desaturation;
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uniform sampler2D texture1;
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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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void main()
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{
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vec4 tcolor = texture(texture1, 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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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 * Color);
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FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4 * highlightcolor.a), max(Color.a + 0.25, 0.5));
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}
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#if defined(ALPHA_TEST)
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if (FragColor.a < 0.5) discard;
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#endif
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}
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)";
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static const char* world3D_ps_fullbright_highlight = R"(
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in vec4 Color;
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in vec2 UV;
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out vec4 FragColor;
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uniform vec4 highlightcolor;
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uniform vec4 stencilColor;
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uniform sampler2D texture1;
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void main()
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{
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vec4 tcolor = texture(texture1, 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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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 * Color;
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FragColor = vec4(highlightcolor.rgb * highlightcolor.a + (tcolor.rgb - 0.4 * highlightcolor.a), max(Color.a + 0.25, 0.5));
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}
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#if defined(ALPHA_TEST)
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if (FragColor.a < 0.5) discard;
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#endif
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}
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)";
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static const char* world3D_ps_main_fog = R"(
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in vec4 Color;
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in vec2 UV;
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in vec3 PosW;
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in vec3 Normal;
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out vec4 FragColor;
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uniform vec4 stencilColor;
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uniform vec4 lightColor;
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uniform float desaturation;
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uniform vec4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
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uniform sampler2D texture1;
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// This adds fog color to current pixel color
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vec4 getFogColor(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(lightColor.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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void main()
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{
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vec4 tcolor = texture(texture1, 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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FragColor = tcolor;
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}
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else
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{
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FragColor = desaturate(getFogColor(tcolor * Color));
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}
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#if defined(ALPHA_TEST)
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if (FragColor.a < 0.5) discard;
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#endif
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}
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)";
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static const char* world3D_ps_main_highlight_fog = R"(
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in vec4 Color;
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in vec2 UV;
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in vec3 PosW;
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in vec3 Normal;
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out vec4 FragColor;
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uniform vec4 highlightcolor;
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uniform vec4 stencilColor;
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uniform vec4 lightColor;
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uniform float desaturation;
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uniform vec4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
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uniform sampler2D texture1;
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// This adds fog color to current pixel color
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vec4 getFogColor(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(lightColor.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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void main()
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{
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vec4 tcolor = texture(texture1, 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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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(tcolor * Color));
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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 (FragColor.a < 0.5) discard;
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#endif
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}
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)";
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static const char* world3D_ps_constant_color = R"(
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in vec4 Color;
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in vec2 UV;
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out vec4 FragColor;
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uniform vec4 vertexColor;
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void main()
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{
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FragColor = vertexColor;
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#if defined(ALPHA_TEST)
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if (FragColor.a < 0.5) discard;
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#endif
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}
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)";
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static const char* world3D_ps_vertex_color = R"(
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in vec4 Color;
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in vec2 UV;
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out vec4 FragColor;
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void main()
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{
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FragColor = Color;
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#if defined(ALPHA_TEST)
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if (FragColor.a < 0.5) discard;
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#endif
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}
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)";
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static const char* world3D_ps_lightpass = R"(
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in vec4 Color;
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in vec2 UV;
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in vec3 PosW;
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in vec3 Normal;
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out vec4 FragColor;
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uniform vec4 stencilColor;
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uniform vec4 lightPosAndRadius;
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uniform vec3 lightOrientation; // this is a vector that points in light's direction
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uniform vec2 light2Radius; // this is used with spotlights
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uniform vec4 lightColor;
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uniform float ignoreNormals; // ignore normals in lighting equation. used for non-attenuated lights on models.
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uniform float spotLight; // use lightOrientation
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uniform float desaturation;
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uniform sampler2D texture1;
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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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void main()
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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(lightPosAndRadius.xyz - PosW + Normal * 3.0));
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if (diffuseContribution < 0.0 && ignoreNormals < 0.5)
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discard;
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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, lightPosAndRadius.xyz);
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if (dist > lightPosAndRadius.w)
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discard;
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//is pixel tranparent?
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vec4 tcolor = texture(texture1, 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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discard;
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//if it is - calculate color at current pixel
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vec4 lightColorMod = vec4(0.0, 0.0, 0.0, 1.0);
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lightColorMod.rgb = lightColor.rgb * max(lightPosAndRadius.w - dist, 0.0) / lightPosAndRadius.w;
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if (spotLight > 0.5)
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{
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vec3 lightDirection = normalize(lightPosAndRadius.xyz - PosW);
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float cosDir = dot(lightDirection, lightOrientation);
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float df = smoothstep(light2Radius.y, light2Radius.x, cosDir);
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lightColorMod.rgb *= df;
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}
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if (lightColor.a > 0.979f && lightColor.a < 0.981f) // attenuated light 98%
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lightColorMod.rgb *= diffuseContribution;
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if (lightColorMod.r <= 0.0 && lightColorMod.g <= 0.0 && lightColorMod.b <= 0.0)
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discard;
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lightColorMod.rgb *= lightColor.a;
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if (lightColor.a > 0.4) //Normal, vavoom or negative light (or attenuated)
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lightColorMod *= tcolor;
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FragColor = desaturate(lightColorMod); //Additive light
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#if defined(ALPHA_TEST)
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if (FragColor.a < 0.5) discard;
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#endif
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}
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)";
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static const char* world3D_ps_skybox = R"(
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in vec3 Tex;
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out vec4 FragColor;
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uniform vec4 highlightcolor;
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uniform samplerCube texture1;
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void main()
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{
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vec4 ncolor = texture(texture1, Tex);
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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 (FragColor.a < 0.5) discard;
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#endif
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}
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)";
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