nuclide/valve/data.pk3dir/glsl/defaultskin.glsl

100 lines
2 KiB
Text
Raw Normal View History

2019-01-19 04:52:40 +00:00
!!ver 130
!!permu FRAMEBLEND
!!permu SKELETAL
!!permu FOG
!!samps diffuse
!!cvardf gl_affinemodels=0
!!cvardf gl_fake16bit=0
!!cvardf gl_monochrome=0
!!cvardf gl_brighten=0
2019-01-19 04:52:40 +00:00
#include "sys/defs.h"
#if gl_affinemodels == 1
#define affine noperspective
#else
#define affine
#endif
affine varying vec2 tex_c;
varying vec3 light;
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
/*float hl( vec3 normal, vec3 dir ) {
return ( dot( normal, dir ) * 0.5 ) + 0.5;
}*/
#ifdef CHROME
/* Rotate Light Vector */
vec3 rlv(vec3 axis, vec3 origin, vec3 lightpoint)
{
vec3 offs;
vec3 result;
offs[0] = lightpoint[0] - origin[0];
offs[1] = lightpoint[1] - origin[1];
offs[2] = lightpoint[2] - origin[2];
result[0] = dot(offs[0], axis[0]);
result[1] = dot(offs[1], axis[1]);
result[2] = dot(offs[2], axis[2]);
return result;
}
#endif
2019-01-19 04:52:40 +00:00
void main ()
{
vec3 n, s, t, w;
gl_Position = skeletaltransform_wnst(w,n,s,t);
tex_c = v_texcoord;
light = e_light_ambient + (e_light_mul * dot(n, e_light_dir));
#ifdef CHROME
vec3 rorg = rlv(vec3(0,0,0), w, e_light_dir);
vec3 viewc = normalize(rorg - w);
float d = dot(n, viewc);
vec3 reflected;
reflected.x = n.x * 2 * d - viewc.x;
reflected.y = n.y * 2 * d - viewc.y;
reflected.z = n.z * 2 * d - viewc.z;
tex_c.x = 0.5 + reflected.y * 0.5;
tex_c.y = 0.5 - reflected.z * 0.5;
#endif
2019-01-19 04:52:40 +00:00
if (light.r > 1.0f) {
light.r = 1.0f;
}
if (light.g > 1.0f) {
light.g = 1.0f;
}
if (light.b > 1.0f) {
light.b = 1.0f;
}
}
#endif
#ifdef FRAGMENT_SHADER
void main ()
{
vec4 diffuse_f = texture2D(s_diffuse, tex_c);
diffuse_f.rgb *= light;
diffuse_f *= e_colourident;
#if gl_brighten == 1
diffuse_f.rgb += vec3(0.1f,0.1f,0.1f) * 0.9f;
#endif
2019-01-19 04:52:40 +00:00
#if gl_fake16bit == 1
diffuse_f.rgb = floor(diffuse_f.rgb * vec3(32,64,32))/vec3(32,64,32);
#endif
#if gl_monochrome == 1
float m = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0f;
diffuse_f.rgb = vec3(m,m,m);
#endif
2019-01-19 04:52:40 +00:00
gl_FragColor = diffuse_f * e_colourident;
}
#endif