mirror of
https://github.com/UberGames/ioef.git
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b1821e303d
This path was barely used and doing this compiles fewer shaders.
239 lines
5.4 KiB
GLSL
239 lines
5.4 KiB
GLSL
attribute vec3 attr_Position;
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attribute vec3 attr_Normal;
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#if defined(USE_VERTEX_ANIMATION)
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attribute vec3 attr_Position2;
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attribute vec3 attr_Normal2;
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#endif
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attribute vec4 attr_Color;
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attribute vec4 attr_TexCoord0;
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#if defined(USE_TCGEN)
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attribute vec4 attr_TexCoord1;
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#endif
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uniform vec4 u_DiffuseTexMatrix;
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uniform vec4 u_DiffuseTexOffTurb;
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#if defined(USE_TCGEN) || defined(USE_RGBAGEN)
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uniform vec3 u_LocalViewOrigin;
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#endif
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#if defined(USE_TCGEN)
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uniform int u_TCGen0;
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uniform vec3 u_TCGen0Vector0;
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uniform vec3 u_TCGen0Vector1;
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#endif
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#if defined(USE_FOG)
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uniform vec4 u_FogDistance;
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uniform vec4 u_FogDepth;
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uniform float u_FogEyeT;
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uniform vec4 u_FogColorMask;
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#endif
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#if defined(USE_DEFORM_VERTEXES)
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uniform int u_DeformGen;
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uniform float u_DeformParams[5];
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uniform float u_Time;
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#endif
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uniform mat4 u_ModelViewProjectionMatrix;
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uniform vec4 u_BaseColor;
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uniform vec4 u_VertColor;
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#if defined(USE_RGBAGEN)
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uniform int u_ColorGen;
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uniform int u_AlphaGen;
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uniform vec3 u_AmbientLight;
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uniform vec3 u_DirectedLight;
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uniform vec3 u_ModelLightDir;
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uniform float u_PortalRange;
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#endif
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#if defined(USE_VERTEX_ANIMATION)
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uniform float u_VertexLerp;
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#endif
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varying vec2 var_DiffuseTex;
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varying vec4 var_Color;
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#if defined(USE_DEFORM_VERTEXES)
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vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
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{
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float base = u_DeformParams[0];
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float amplitude = u_DeformParams[1];
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float phase = u_DeformParams[2];
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float frequency = u_DeformParams[3];
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float spread = u_DeformParams[4];
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if (u_DeformGen == DGEN_BULGE)
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{
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phase *= st.x;
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}
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else // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH)
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{
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phase += dot(pos.xyz, vec3(spread));
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}
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float value = phase + (u_Time * frequency);
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float func;
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if (u_DeformGen == DGEN_WAVE_SIN)
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{
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func = sin(value * 2.0 * M_PI);
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}
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else if (u_DeformGen == DGEN_WAVE_SQUARE)
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{
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func = sign(fract(0.5 - value));
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}
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else if (u_DeformGen == DGEN_WAVE_TRIANGLE)
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{
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func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0;
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}
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else if (u_DeformGen == DGEN_WAVE_SAWTOOTH)
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{
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func = fract(value);
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}
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else if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH)
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{
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func = (1.0 - fract(value));
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}
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else // if (u_DeformGen == DGEN_BULGE)
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{
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func = sin(value);
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}
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return pos + normal * (base + func * amplitude);
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}
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#endif
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#if defined(USE_TCGEN)
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vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3 TCGenVector1)
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{
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vec2 tex = attr_TexCoord0.st;
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if (TCGen == TCGEN_LIGHTMAP)
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{
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tex = attr_TexCoord1.st;
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}
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else if (TCGen == TCGEN_ENVIRONMENT_MAPPED)
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{
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vec3 viewer = normalize(u_LocalViewOrigin - position);
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vec2 ref = reflect(viewer, normal).yz;
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tex.s = ref.x * -0.5 + 0.5;
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tex.t = ref.y * 0.5 + 0.5;
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}
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else if (TCGen == TCGEN_VECTOR)
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{
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tex = vec2(dot(position, TCGenVector0), dot(position, TCGenVector1));
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}
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return tex;
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}
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#endif
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#if defined(USE_TCMOD)
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vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
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{
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float amplitude = offTurb.z;
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float phase = offTurb.w * 2.0 * M_PI;
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vec2 st2;
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st2.x = st.x * texMatrix.x + (st.y * texMatrix.z + offTurb.x);
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st2.y = st.x * texMatrix.y + (st.y * texMatrix.w + offTurb.y);
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vec2 offsetPos = vec2(position.x + position.z, position.y);
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vec2 texOffset = sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(phase));
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return st2 + texOffset * amplitude;
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}
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#endif
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#if defined(USE_RGBAGEN)
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vec4 CalcColor(vec3 position, vec3 normal)
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{
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vec4 color = u_VertColor * attr_Color + u_BaseColor;
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if (u_ColorGen == CGEN_LIGHTING_DIFFUSE)
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{
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float incoming = clamp(dot(normal, u_ModelLightDir), 0.0, 1.0);
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color.rgb = clamp(u_DirectedLight * incoming + u_AmbientLight, 0.0, 1.0);
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}
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vec3 viewer = u_LocalViewOrigin - position;
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if (u_AlphaGen == AGEN_LIGHTING_SPECULAR)
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{
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vec3 lightDir = normalize(vec3(-960.0, 1980.0, 96.0) - position);
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vec3 reflected = -reflect(lightDir, normal);
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color.a = clamp(dot(reflected, normalize(viewer)), 0.0, 1.0);
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color.a *= color.a;
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color.a *= color.a;
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}
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else if (u_AlphaGen == AGEN_PORTAL)
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{
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color.a = clamp(length(viewer) / u_PortalRange, 0.0, 1.0);
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}
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return color;
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}
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#endif
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#if defined(USE_FOG)
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float CalcFog(vec3 position)
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{
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float s = dot(vec4(position, 1.0), u_FogDistance) * 8.0;
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float t = dot(vec4(position, 1.0), u_FogDepth);
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float eyeOutside = float(u_FogEyeT < 0.0);
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float fogged = float(t >= eyeOutside);
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t += 1e-6;
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t *= fogged / (t - u_FogEyeT * eyeOutside);
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return s * t;
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}
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#endif
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void main()
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{
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#if defined(USE_VERTEX_ANIMATION)
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vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
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vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
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#else
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vec3 position = attr_Position;
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vec3 normal = attr_Normal;
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#endif
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#if defined(USE_DEFORM_VERTEXES)
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position = DeformPosition(position, normal, attr_TexCoord0.st);
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#endif
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gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
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#if defined(USE_TCGEN)
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vec2 tex = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1);
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#else
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vec2 tex = attr_TexCoord0.st;
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#endif
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#if defined(USE_TCMOD)
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var_DiffuseTex = ModTexCoords(tex, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
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#else
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var_DiffuseTex = tex;
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#endif
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#if defined(USE_RGBAGEN)
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var_Color = CalcColor(position, normal);
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#else
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var_Color = u_VertColor * attr_Color + u_BaseColor;
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#endif
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#if defined(USE_FOG)
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var_Color *= vec4(1.0) - u_FogColorMask * sqrt(clamp(CalcFog(position), 0.0, 1.0));
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#endif
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}
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