#line 2 /* * Copyright (c) 2022-2024 lax1dude. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ #if defined(COMPILE_ENABLE_TEX_GEN) || defined(COMPILE_ENABLE_FOG) EAGLER_IN(vec4, v_position4f) #endif #ifdef COMPILE_TEXTURE_ATTRIB EAGLER_IN(vec2, v_texture2f) #endif uniform vec4 u_color4f; #ifdef COMPILE_BLEND_ADD uniform vec4 u_colorBlendSrc4f; uniform vec4 u_colorBlendAdd4f; #endif #ifdef COMPILE_COLOR_ATTRIB EAGLER_IN(vec4, v_color4f) #endif #ifdef COMPILE_NORMAL_ATTRIB EAGLER_IN(vec3, v_normal3f) #endif #ifdef COMPILE_LIGHTMAP_ATTRIB EAGLER_IN(vec2, v_lightmap2f) #endif #ifdef COMPILE_ENABLE_TEXTURE2D uniform sampler2D u_samplerTexture; #if !defined(COMPILE_TEXTURE_ATTRIB) && !defined(COMPILE_ENABLE_TEX_GEN) uniform vec2 u_textureCoords01; #endif #endif #ifdef COMPILE_ENABLE_LIGHTMAP uniform sampler2D u_samplerLightmap; #ifndef COMPILE_LIGHTMAP_ATTRIB uniform vec2 u_textureCoords02; #endif #endif #ifdef COMPILE_ENABLE_ALPHA_TEST uniform float u_alphaTestRef1f; #endif #ifdef COMPILE_ENABLE_MC_LIGHTING uniform int u_lightsEnabled1i; uniform vec4 u_lightsDirections4fv[4]; uniform vec3 u_lightsAmbient3f; #ifndef COMPILE_NORMAL_ATTRIB uniform vec3 u_uniformNormal3f; #endif #endif #ifdef COMPILE_ENABLE_FOG uniform vec4 u_fogParameters4f; uniform vec4 u_fogColor4f; #endif #ifdef COMPILE_ENABLE_TEX_GEN EAGLER_IN(vec3, v_objectPosition3f) uniform ivec4 u_texGenPlane4i; uniform vec4 u_texGenS4f; uniform vec4 u_texGenT4f; uniform vec4 u_texGenR4f; uniform vec4 u_texGenQ4f; uniform mat4 u_textureMat4f01; #endif #ifdef COMPILE_ENABLE_ANISOTROPIC_FIX uniform vec2 u_textureAnisotropicFix; #endif EAGLER_FRAG_OUT() void main() { #ifdef COMPILE_COLOR_ATTRIB vec4 color = v_color4f * u_color4f; #else vec4 color = u_color4f; #endif #ifdef COMPILE_ENABLE_TEX_GEN vec4 tmpVec4 = vec4(v_objectPosition3f, 1.0); vec4 texGenVector; texGenVector.x = dot(u_texGenPlane4i.x == 1 ? v_position4f : tmpVec4, u_texGenS4f); texGenVector.y = dot(u_texGenPlane4i.y == 1 ? v_position4f : tmpVec4, u_texGenT4f); texGenVector.z = dot(u_texGenPlane4i.z == 1 ? v_position4f : tmpVec4, u_texGenR4f); texGenVector.w = dot(u_texGenPlane4i.w == 1 ? v_position4f : tmpVec4, u_texGenQ4f); #ifdef EAGLER_HAS_GLES_300 texGenVector.xyz = mat4x3( u_textureMat4f01[0].xyw, u_textureMat4f01[1].xyw, u_textureMat4f01[2].xyw, u_textureMat4f01[3].xyw ) * texGenVector; texGenVector.xy /= texGenVector.z; #else texGenVector = u_textureMat4f01 * texGenVector; texGenVector.xy /= texGenVector.w; #endif color *= EAGLER_TEXTURE_2D(u_samplerTexture, texGenVector.xy); #ifdef COMPILE_ENABLE_ALPHA_TEST if(color.a < u_alphaTestRef1f) discard; #endif #else #ifdef COMPILE_ENABLE_TEXTURE2D #ifdef COMPILE_TEXTURE_ATTRIB #ifdef COMPILE_ENABLE_ANISOTROPIC_FIX // d3d11 doesn't support GL_NEAREST upscaling with anisotropic // filtering enabled, so it needs this stupid fix to 'work' vec2 uv = floor(v_texture2f * u_textureAnisotropicFix) + 0.5; color *= EAGLER_TEXTURE_2D(u_samplerTexture, uv / u_textureAnisotropicFix); #else color *= EAGLER_TEXTURE_2D(u_samplerTexture, v_texture2f); #endif #else color *= EAGLER_TEXTURE_2D(u_samplerTexture, u_textureCoords01); #endif #endif #ifdef COMPILE_ENABLE_LIGHTMAP #ifdef COMPILE_LIGHTMAP_ATTRIB color *= EAGLER_TEXTURE_2D(u_samplerLightmap, v_lightmap2f); #else color *= EAGLER_TEXTURE_2D(u_samplerLightmap, u_textureCoords02); #endif #endif #ifdef COMPILE_BLEND_ADD color = color * u_colorBlendSrc4f + u_colorBlendAdd4f; #endif #ifdef COMPILE_ENABLE_ALPHA_TEST if(color.a < u_alphaTestRef1f) discard; #endif #endif #ifdef COMPILE_ENABLE_MC_LIGHTING #ifdef COMPILE_NORMAL_ATTRIB vec3 normal = normalize(v_normal3f); #else vec3 normal = u_uniformNormal3f; #endif float diffuse = 0.0; vec4 light; #ifdef EAGLER_HAS_GLES_300 for(int i = 0; i < u_lightsEnabled1i; ++i) { #else for(int i = 0; i < 4; ++i) { #endif light = u_lightsDirections4fv[i]; diffuse += max(dot(light.xyz, normal), 0.0) * light.w; #ifndef EAGLER_HAS_GLES_300 if(i + 1 >= u_lightsEnabled1i) { break; } #endif } color.rgb *= min(u_lightsAmbient3f + vec3(diffuse), 1.0); #endif #ifdef COMPILE_ENABLE_FOG vec3 fogPos = v_position4f.xyz / v_position4f.w; float dist = length(fogPos); float fogDensity = u_fogParameters4f.y; float fogStart = u_fogParameters4f.z; float fogEnd = u_fogParameters4f.w; float f = u_fogParameters4f.x > 0.0 ? 1.0 - exp(-fogDensity * dist) : (dist - fogStart) / (fogEnd - fogStart); color.rgb = mix(color.rgb, u_fogColor4f.rgb, clamp(f, 0.0, 1.0) * u_fogColor4f.a); #endif EAGLER_FRAG_COLOR = color; }