143 lines
2.5 KiB
GLSL
143 lines
2.5 KiB
GLSL
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// copyright (c) 2020-2023 lax1dude
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#line 4
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precision highp int;
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precision highp sampler2D;
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precision highp float;
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uniform mat4 matrix_m;
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uniform mat4 matrix_p;
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uniform mat4 matrix_t;
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#ifdef CC_VERT
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in vec3 a_position;
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#ifdef CC_a_texture0
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in vec2 a_texture0;
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#endif
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#ifdef CC_a_color
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in vec4 a_color;
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#endif
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#ifdef CC_a_normal
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in vec4 a_normal;
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#endif
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#ifdef CC_fog
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out vec4 v_position;
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#endif
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#ifdef CC_a_color
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out vec4 v_color;
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#endif
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#ifdef CC_a_normal
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out vec4 v_normal;
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#endif
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#ifdef CC_a_texture0
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out vec2 v_texture0;
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#endif
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void main(){
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vec4 pos = matrix_m * vec4(a_position, 1.0);
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#ifdef CC_fog
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v_position = pos;
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#endif
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#ifdef CC_a_color
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v_color = a_color;
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#endif
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#ifdef CC_a_normal
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v_normal = a_normal;
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#endif
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#ifdef CC_a_texture0
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v_texture0 = a_texture0;
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#endif
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gl_Position = matrix_p * pos;
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}
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#endif
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#ifdef CC_FRAG
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#ifdef CC_unit0
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uniform sampler2D tex0;
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#ifndef CC_a_texture0
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uniform vec2 texCoordV0;
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#endif
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#endif
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#ifdef CC_lighting
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uniform vec3 light0Pos;
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uniform vec3 light1Pos;
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uniform vec3 normalUniform;
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#endif
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#ifdef CC_fog
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uniform vec4 fogColor;
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uniform int fogMode;
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uniform float fogStart;
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uniform float fogEnd;
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uniform float fogDensity;
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uniform float fogPremultiply;
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#endif
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uniform vec4 colorUniform;
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#ifdef CC_alphatest
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uniform float alphaTestF;
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#endif
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#ifdef CC_fog
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in vec4 v_position;
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#endif
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#ifdef CC_a_color
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in vec4 v_color;
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#endif
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#ifdef CC_a_normal
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in vec4 v_normal;
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#endif
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#ifdef CC_a_texture0
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in vec2 v_texture0;
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#endif
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out vec4 fragColor;
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#define TEX_MAT3x2(mat4In) mat3x2(mat4In[0].xy,mat4In[1].xy,mat4In[3].xy)
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void main(){
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#ifdef CC_a_color
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vec4 color = colorUniform * v_color;
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#else
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vec4 color = colorUniform;
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#endif
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#ifdef CC_unit0
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#ifdef CC_a_texture0
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color *= texture(tex0, (TEX_MAT3x2(matrix_t) * vec3(v_texture0, 1.0)).xy).rgba;
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#else
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color *= texture(tex0, (TEX_MAT3x2(matrix_t) * vec3(texCoordV0, 1.0)).xy).rgba;
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#endif
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#endif
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#ifdef CC_alphatest
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if(color.a < alphaTestF){
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discard;
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}
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#endif
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#ifdef CC_lighting
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#ifdef CC_a_normal
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vec3 normal = ((v_normal.xyz - 0.5) * 2.0);
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#else
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vec3 normal = normalUniform;
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#endif
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normal = normalize(mat3(matrix_m) * normal);
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float ins = max(dot(normal, -light0Pos), 0.0) + max(dot(normal, -light1Pos), 0.0);
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color.rgb *= min((0.4 + ins * 0.6), 1.0);
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#endif
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#ifdef CC_fog
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float dist = sqrt(dot(v_position, v_position));
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float i = (fogMode == 1) ? clamp((dist - fogStart) / (fogEnd - fogStart), 0.0, 1.0) : clamp(1.0 - exp(-(fogDensity * dist)), 0.0, 1.0);
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color.rgb = mix(color.rgb, fogColor.xyz, i * fogColor.a);
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#endif
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fragColor = color;
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}
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#endif |