// copyright (c) 2020-2023 lax1dude // creative commons BY-NC 4.0 #line 7 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; uniform int fogMode; uniform float fogStart; uniform float fogEnd; uniform float fogDensity; uniform float fogPremultiply; #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 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_MAT3(mat4In) mat3(mat4In[0].xyw,mat4In[1].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[textureGenS_M], textureGenS_V); texPos.y = dot(texSrc[textureGenT_M], textureGenT_V); texPos.z = dot(texSrc[textureGenR_M], textureGenR_V); texPos.w = dot(texSrc[textureGenQ_M], textureGenQ_V); texPos = matrix_t * texPos; color *= texture(tex0, texPos.xy / texPos.w).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_MAT3(matrix_t) * vec3(v_texture0, 1.0)).xy; /* 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_MAT3(matrix_t) * vec3(v_texture0, 1.0)).xy); #endif #else vec4 texColor = texture(tex0, (TEX_MAT3(matrix_t) * vec3(texCoordV0, 1.0)).xy); #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 = fogMode == 1 ? (dist - fogStart) / (fogEnd - fogStart) : 1.0 - exp(-fogDensity * dist); color.rgb = mix(color.rgb, fogColor.xyz, clamp(i, 0.0, 1.0) * fogColor.a); #endif fragColor = color; } #endif