peytonplayz585-b1.7.3/resources/glsl/core.glsl
2024-07-29 17:35:32 -04:00

223 lines
4.3 KiB
GLSL

// copyright (c) 2020-2023 lax1dude
#line 4
precision highp int;
precision highp sampler2D;
precision highp float;
uniform mat4 matrix_m;
uniform mat4 matrix_p;
uniform mat4 matrix_t;
#ifdef CC_VERT
in vec3 a_position;
#ifdef CC_a_texture0
in vec2 a_texture0;
#endif
#ifdef CC_a_color
in vec4 a_color;
#endif
#ifdef CC_a_normal
in vec4 a_normal;
#endif
#ifdef CC_a_texture1
in vec2 a_texture1;
#endif
#ifdef CC_TEX_GEN_STRQ
out vec4 v_object_pos;
#endif
out vec4 v_position;
#ifdef CC_a_color
out vec4 v_color;
#endif
#ifdef CC_a_normal
out vec4 v_normal;
#endif
#ifdef CC_a_texture0
out vec2 v_texture0;
#endif
#ifdef CC_a_texture1
out vec2 v_texture1;
#endif
#endif
#ifdef CC_VERT
void main(){
vec4 pos = matrix_m * vec4(a_position, 1.0);
v_position = pos;
#ifdef CC_TEX_GEN_STRQ
v_object_pos = vec4(a_position, 1.0);
#endif
#ifdef CC_a_color
v_color = a_color;
#endif
#ifdef CC_a_normal
v_normal = a_normal;
#endif
#ifdef CC_a_texture0
v_texture0 = a_texture0;
#endif
#ifdef CC_a_texture1
v_texture1 = a_texture1;
#endif
gl_Position = matrix_p * pos;
}
#endif
#ifdef CC_FRAG
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec2 texCoordV0;
uniform vec2 texCoordV1;
#ifdef CC_lighting
uniform vec3 light0Pos;
uniform vec3 light1Pos;
uniform vec3 normalUniform;
#endif
#ifdef CC_fog
uniform vec4 fogColor;
//X = uniform float fogMode;
//Y = uniform float fogStart;
//Z = uniform float fogEnd - fogStart;
//W = uniform float fogDensity;
uniform vec4 fogParam;
#endif
uniform vec4 colorUniform;
#ifdef CC_alphatest
uniform float alphaTestF;
#endif
#ifdef CC_TEX_GEN_STRQ
//uniform int textureGenS_M;
//uniform int textureGenT_M;
//uniform int textureGenR_M;
//uniform int textureGenQ_M;
uniform ivec4 textureGen_M;
uniform vec4 textureGenS_V;
uniform vec4 textureGenT_V;
uniform vec4 textureGenR_V;
uniform vec4 textureGenQ_V;
#endif
#ifdef CC_patch_anisotropic
uniform vec2 anisotropic_fix;
#endif
#ifdef CC_TEX_GEN_STRQ
in vec4 v_object_pos;
#endif
in vec4 v_position;
#ifdef CC_a_color
in vec4 v_color;
#endif
#ifdef CC_a_normal
in vec4 v_normal;
#endif
#ifdef CC_a_texture0
in vec2 v_texture0;
#endif
#ifdef CC_a_texture1
in vec2 v_texture1;
#endif
out vec4 fragColor;
#define TEX_MAT3x2(mat4In) mat3x2(mat4In[0].xy,mat4In[1].xy,mat4In[3].xy)
#define TEX_MAT4x3(mat4In) mat4x3(mat4In[0].xyw,mat4In[1].xyw,mat4In[2].xyw,mat4In[3].xyw)
void main(){
#ifdef CC_a_color
vec4 color = colorUniform * v_color;
#else
vec4 color = colorUniform;
#endif
#ifdef CC_TEX_GEN_STRQ
vec4 texSrc[2];
texSrc[0] = v_object_pos;
texSrc[1] = v_position;
vec4 texPos;
texPos.x = dot(texSrc[textureGen_M.x], textureGenS_V);
texPos.y = dot(texSrc[textureGen_M.y], textureGenT_V);
texPos.z = dot(texSrc[textureGen_M.z], textureGenR_V);
texPos.w = dot(texSrc[textureGen_M.w], textureGenQ_V);
texPos.xyz = TEX_MAT4x3(matrix_t) * texPos;
color *= texture(tex0, texPos.xy / texPos.z).bgra;
#ifdef CC_alphatest
if(color.a < alphaTestF){
discard;
}
#endif
#else
#ifdef CC_unit0
#ifdef CC_a_texture0
#ifdef CC_patch_anisotropic
vec2 uv = TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0);
/* https://bugs.chromium.org/p/angleproject/issues/detail?id=4994 */
uv = ((uv * anisotropic_fix) - fract(uv * anisotropic_fix) + 0.5) / anisotropic_fix;
vec4 texColor = texture(tex0, uv);
#else
vec4 texColor = texture(tex0, TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0));
#endif
#else
vec4 texColor = texture(tex0, TEX_MAT3x2(matrix_t) * vec3(texCoordV0, 1.0));
#endif
#ifdef CC_swap_rb
color *= texColor.rgba;
#else
color *= texColor.bgra;
#endif
#endif
#ifdef CC_alphatest
if(color.a < alphaTestF){
discard;
}
#endif
#ifdef CC_unit1
#ifdef CC_a_texture1
color.rgb *= texture(tex1, (v_texture1 + 8.0) * 0.00390625).bgr;
#else
color.rgb *= texture(tex1, (texCoordV1 + 8.0) * 0.00390625).bgr;
#endif
#endif
#endif
#ifdef CC_lighting
#ifdef CC_a_normal
vec3 normal = ((v_normal.xyz - 0.5) * 2.0);
#else
vec3 normal = normalUniform;
#endif
normal = normalize(mat3(matrix_m) * normal);
float ins = max(dot(normal, -light0Pos), 0.0) + max(dot(normal, -light1Pos), 0.0);
color.rgb *= min((0.4 + ins * 0.6), 1.0);
#endif
#ifdef CC_fog
float dist = sqrt(dot(v_position, v_position));
float i = fogParam.x == 1.0 ? (dist - fogParam.y) / fogParam.z : 1.0 - exp(-fogParam.w * dist);
color.rgb = mix(color.rgb, fogColor.xyz, clamp(i, 0.0, 1.0) * fogColor.a);
#endif
fragColor = color;
}
#endif