SuperTuxKart 1.5 upstream source (from official release tarball)
This commit is contained in:
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precision mediump float;
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/* Definitions */
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#define Solid 0
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#define Solid2Layer 1
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#define LightMap 2
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#define DetailMap 3
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#define SphereMap 4
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#define Reflection2Layer 5
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#define TransparentAlphaChannel 6
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#define TransparentAlphaChannelRef 7
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#define TransparentVertexAlpha 8
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#define TransparentReflection2Layer 9
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#define StkGrass 10
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#define StkBlend 11
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/* Uniforms */
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uniform int uMaterialType;
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uniform float uHueChange;
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uniform vec4 uVertexColor;
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uniform bool uTextureUsage0;
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//uniform bool uTextureUsage1;
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uniform sampler2D uTextureUnit0;
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//uniform sampler2D uTextureUnit1;
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/* Varyings */
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varying vec2 varTexCoord0;
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//varying vec2 varTexCoord1;
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varying vec4 varVertexColor;
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varying float varEyeDist;
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vec3 rgbToHsv(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsvToRgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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vec4 renderSolid()
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{
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vec4 Color = vec4(1.0, 1.0, 1.0, 1.0);
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if(uTextureUsage0)
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{
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Color *= texture2D(uTextureUnit0, varTexCoord0);
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if (uHueChange > 0.0)
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{
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float f_hue_change = 0.66;
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float mask = Color.a;
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vec3 old_hsv = rgbToHsv(Color.rgb);
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float mask_step = step(mask, 0.5);
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float saturation = mask * 1.825;
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vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(uHueChange,
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max(old_hsv.y, saturation)), vec2(mask_step, mask_step));
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Color.rgb = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
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}
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vec3 mixed_color = varVertexColor.rgb * uVertexColor.rgb;
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Color.rgb *= mixed_color;
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Color.a = 1.0;
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}
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else
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{
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Color = varVertexColor * uVertexColor;
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Color.a = 1.0;
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}
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return Color;
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}
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vec4 render2LayerSolid()
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{
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float BlendFactor = varVertexColor.a;
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vec4 Texel0 = texture2D(uTextureUnit0, varTexCoord0);
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//vec4 Texel1 = texture2D(uTextureUnit1, varTexCoord1);
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vec4 Color = Texel0 * BlendFactor;
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//vec4 Color += Texel1 * (1.0 - BlendFactor);
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return Color;
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}
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vec4 renderLightMap()
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{
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vec4 Texel0 = texture2D(uTextureUnit0, varTexCoord0);
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//vec4 Texel1 = texture2D(uTextureUnit1, varTexCoord1);
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vec4 Color = Texel0 * 4.0;
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//Color *= Texel1;
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Color.a = Texel0.a * Texel0.a;
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return Color;
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}
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vec4 renderDetailMap()
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{
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vec4 Texel0 = texture2D(uTextureUnit0, varTexCoord0);
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//vec4 Texel1 = texture2D(uTextureUnit1, varTexCoord1);
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vec4 Color = Texel0;
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//Color += Texel1 - 0.5;
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return Color;
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}
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vec4 renderReflection2Layer()
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{
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vec4 Color = varVertexColor;
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vec4 Texel0 = texture2D(uTextureUnit0, varTexCoord0);
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//vec4 Texel1 = texture2D(uTextureUnit1, varTexCoord1);
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Color *= Texel0;
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//Color *= Texel1;
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return Color;
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}
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vec4 renderTransparent()
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{
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vec4 Color = vec4(1.0, 1.0, 1.0, 1.0);
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if(uTextureUsage0)
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{
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Color *= texture2D(uTextureUnit0, varTexCoord0);
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if (uHueChange > 0.0)
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{
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vec3 old_hsv = rgbToHsv(Color.rgb);
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vec2 new_xy = vec2(uHueChange, old_hsv.y);
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vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
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Color.rgb = vec3(new_color.r, new_color.g, new_color.b);
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}
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}
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return Color;
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}
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vec4 renderTransparentVertexColor()
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{
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vec4 Color = vec4(1.0, 1.0, 1.0, 1.0);
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if(uTextureUsage0)
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{
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Color *= texture2D(uTextureUnit0, varTexCoord0);
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if (uHueChange > 0.0)
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{
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vec3 old_hsv = rgbToHsv(Color.rgb);
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vec2 new_xy = vec2(uHueChange, old_hsv.y);
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vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
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Color.rgb = vec3(new_color.r, new_color.g, new_color.b);
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}
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vec4 mixed_color = varVertexColor * uVertexColor;
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Color *= mixed_color;
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}
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return Color;
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}
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void main ()
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{
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if (uMaterialType == Solid)
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gl_FragColor = renderSolid();
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else if(uMaterialType == Solid2Layer)
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gl_FragColor = render2LayerSolid();
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else if(uMaterialType == LightMap)
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gl_FragColor = renderSolid();
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else if(uMaterialType == DetailMap)
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gl_FragColor = renderDetailMap();
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else if(uMaterialType == SphereMap)
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gl_FragColor = renderSolid();
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else if(uMaterialType == Reflection2Layer)
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gl_FragColor = renderReflection2Layer();
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else if(uMaterialType == TransparentAlphaChannel)
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gl_FragColor = renderTransparent();
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else if(uMaterialType == TransparentAlphaChannelRef)
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{
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vec4 Color = renderTransparentVertexColor();
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if (Color.a < 0.5)
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discard;
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gl_FragColor = Color;
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}
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else if(uMaterialType == StkGrass)
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{
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vec4 Color = renderTransparent();
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if (Color.a < 0.5)
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discard;
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gl_FragColor = Color;
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}
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else if(uMaterialType == StkBlend)
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{
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gl_FragColor = renderTransparentVertexColor();
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}
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else if(uMaterialType == TransparentVertexAlpha)
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{
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vec4 Color = renderTransparent();
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Color.a = varVertexColor.a;
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gl_FragColor = Color * uVertexColor;
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}
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else if(uMaterialType == TransparentReflection2Layer)
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{
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vec4 Color = renderReflection2Layer();
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Color.a = varVertexColor.a;
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gl_FragColor = Color;
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}
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else
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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@@ -0,0 +1,33 @@
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/* Attributes */
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attribute vec3 inVertexPosition;
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attribute vec3 inVertexNormal;
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attribute vec4 inVertexColor;
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attribute vec2 inTexCoord0;
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//attribute vec2 inTexCoord1;
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/* Uniforms */
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uniform mat4 uMvpMatrix;
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uniform vec2 uTextureTrans0;
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//uniform mat4 uTextureMatrix1;
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/* Varyings */
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varying vec2 varTexCoord0;
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//varying vec2 varTexCoord1;
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varying vec4 varVertexColor;
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varying float varEyeDist;
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void main(void)
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{
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gl_Position = uMvpMatrix * vec4(inVertexPosition,1.0);
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varTexCoord0 = inTexCoord0 + uTextureTrans0;
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//vec4 TexCoord1 = vec4(inTexCoord1.x, inTexCoord1.y, 0.0, 0.0);
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//varTexCoord1 = vec4(uTextureMatrix1 * TexCoord1).xy;
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varVertexColor = inVertexColor.zyxw;
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}
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@@ -0,0 +1,36 @@
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// Copyright (C) 2009-2010 Amundis
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// Heavily based on the OpenGL driver implemented by Nikolaus Gebhardt
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// and OpenGL ES driver implemented by Christian Stehno
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in Irrlicht.h
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#define MAX_LIGHTS 2
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precision mediump float;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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varying vec4 varTexCoord;
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varying vec3 varLightVector[MAX_LIGHTS];
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varying vec4 varLightColor[MAX_LIGHTS];
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varying vec4 debug;
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void main(void)
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{
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// fetch color and normal map
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vec4 normalMap = texture2D(texture1, varTexCoord.xy) * 2.0 - 1.0;
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vec4 colorMap = texture2D(texture0, varTexCoord.xy);
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// calculate color of light 0
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vec4 color = clamp(varLightColor[0], 0.0, 1.0) * dot(normalMap.xyz, normalize(varLightVector[0].xyz));
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// calculate color of light 1
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color += clamp(varLightColor[1], 0.0, 1.0) * dot(normalMap.xyz, normalize(varLightVector[1].xyz));
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//luminance * base color
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color *= colorMap;
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color.a = varLightColor[0].a;
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gl_FragColor = color;
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}
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@@ -0,0 +1,69 @@
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// Copyright (C) 2009-2010 Amundis
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// Heavily based on the OpenGL driver implemented by Nikolaus Gebhardt
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// and OpenGL ES driver implemented by Christian Stehno
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in Irrlicht.h
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#define MAX_LIGHTS 2
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attribute vec4 inVertexPosition;
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attribute vec4 inVertexColor;
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attribute vec4 inTexCoord0;
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attribute vec3 inVertexNormal;
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attribute vec3 inVertexTangent;
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attribute vec3 inVertexBinormal;
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uniform mat4 uMvpMatrix;
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uniform vec4 uLightPos[MAX_LIGHTS];
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uniform vec4 uLightColor[MAX_LIGHTS];
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varying vec4 varTexCoord;
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varying vec3 varLightVector[MAX_LIGHTS];
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varying vec4 varLightColor[MAX_LIGHTS];
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varying vec4 debug;
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void main(void)
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{
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debug = vec4(inVertexNormal, 1.0);
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// transform position to clip space
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gl_Position = uMvpMatrix * inVertexPosition;
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// vertex - lightpositions
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vec4 tempLightVector0 = uLightPos[0] - inVertexPosition;
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vec4 tempLightVector1 = uLightPos[1] - inVertexPosition;
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// transform the light vector 1 with U, V, W
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varLightVector[0].x = dot(inVertexTangent, tempLightVector0.xyz);
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varLightVector[0].y = dot(inVertexBinormal, tempLightVector0.xyz);
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varLightVector[0].z = dot(inVertexNormal, tempLightVector0.xyz);
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// transform the light vector 2 with U, V, W
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varLightVector[1].x = dot(inVertexTangent, tempLightVector1.xyz);
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varLightVector[1].y = dot(inVertexBinormal, tempLightVector1.xyz);
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varLightVector[1].z = dot(inVertexNormal, tempLightVector1.xyz);
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// calculate attenuation of light 0
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varLightColor[0].w = 0.0;
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varLightColor[0].x = dot(tempLightVector0, tempLightVector0);
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varLightColor[0].x *= uLightColor[0].w;
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varLightColor[0] = vec4(inversesqrt(varLightColor[0].x));
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varLightColor[0] *= uLightColor[0];
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// normalize light vector 0
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varLightVector[0] = normalize(varLightVector[0]);
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// calculate attenuation of light 1
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varLightColor[1].w = 0.0;
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varLightColor[1].x = dot(tempLightVector1, tempLightVector1);
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varLightColor[1].x *= uLightColor[1].w;
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varLightColor[1] = vec4(inversesqrt(varLightColor[1].x));
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varLightColor[1] *= uLightColor[1];
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// normalize light vector 1
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varLightVector[1] = normalize(varLightVector[1]);
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// move out texture coordinates and original alpha value
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varTexCoord = inTexCoord0;
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varLightColor[0].a = inVertexColor.a;
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}
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@@ -0,0 +1,49 @@
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// Copyright (C) 2009-2010 Amundis
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// Heavily based on the OpenGL driver implemented by Nikolaus Gebhardt
|
||||
// and OpenGL ES driver implemented by Christian Stehno
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in Irrlicht.h
|
||||
#define MAX_LIGHTS 2
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precision mediump float;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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//uniform vec4 uLightDiffuse[MAX_LIGHTS];
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uniform float uHeightScale;
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varying vec4 varTexCoord;
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varying vec3 varLightVector[MAX_LIGHTS];
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varying vec4 varLightColor[MAX_LIGHTS];
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varying vec3 varEyeVector;
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varying vec4 debug;
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void main(void)
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{
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// fetch color and normal map
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vec4 normalMap = texture2D(texture1, varTexCoord.xy) * 2.0 - 1.0;
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// height = height * scale
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normalMap *= uHeightScale;
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// calculate new texture coord: height * eye + oldTexCoord
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vec2 offset = varEyeVector.xy * normalMap.w + varTexCoord.xy;
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// fetch new textures
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vec4 colorMap = texture2D(texture0, offset);
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normalMap = normalize(texture2D(texture1, offset) * 2.0 - 1.0);
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// calculate color of light 0
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vec4 color = clamp(varLightColor[0], 0.0, 1.0) * dot(normalMap.xyz, normalize(varLightVector[0].xyz));
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// calculate color of light 1
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color += clamp(varLightColor[1], 0.0, 1.0) * dot(normalMap.xyz, normalize(varLightVector[1].xyz));
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//luminance * base color
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color *= colorMap;
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color.a = varLightColor[0].a;
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gl_FragColor = color;
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}
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@@ -0,0 +1,81 @@
|
||||
// Copyright (C) 2009-2010 Amundis
|
||||
// Heavily based on the OpenGL driver implemented by Nikolaus Gebhardt
|
||||
// and OpenGL ES driver implemented by Christian Stehno
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in Irrlicht.h
|
||||
#define MAX_LIGHTS 2
|
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|
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attribute vec4 inVertexPosition;
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attribute vec4 inVertexColor;
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attribute vec4 inTexCoord0;
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attribute vec3 inVertexNormal;
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attribute vec3 inVertexTangent;
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attribute vec3 inVertexBinormal;
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||||
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uniform mat4 uMvpMatrix;
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uniform vec4 uLightPos[MAX_LIGHTS];
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uniform vec4 uLightColor[MAX_LIGHTS];
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uniform vec3 uEyePos;
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varying vec4 varTexCoord;
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||||
varying vec3 varLightVector[MAX_LIGHTS];
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||||
varying vec4 varLightColor[MAX_LIGHTS];
|
||||
varying vec3 varEyeVector;
|
||||
|
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varying vec4 debug;
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||||
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void main(void)
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{
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debug = vec4(inVertexNormal, 1.0);
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// transform position to clip space
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||||
gl_Position = uMvpMatrix * inVertexPosition;
|
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// vertex - lightpositions
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vec4 tempLightVector0 = uLightPos[0] - inVertexPosition;
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vec4 tempLightVector1 = uLightPos[1] - inVertexPosition;
|
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// eye vector
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vec4 Temp = vec4(uEyePos, 1.0) - inVertexPosition;
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// transform the light vector 1 with U, V, W
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varLightVector[0].x = dot(inVertexTangent, tempLightVector0.xyz);
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varLightVector[0].y = dot(inVertexBinormal, tempLightVector0.xyz);
|
||||
varLightVector[0].z = dot(inVertexNormal, tempLightVector0.xyz);
|
||||
|
||||
|
||||
// transform the light vector 2 with U, V, W
|
||||
varLightVector[1].x = dot(inVertexTangent, tempLightVector1.xyz);
|
||||
varLightVector[1].y = dot(inVertexBinormal, tempLightVector1.xyz);
|
||||
varLightVector[1].z = dot(inVertexNormal, tempLightVector1.xyz);
|
||||
|
||||
// transform the eye vector with U, V, W
|
||||
varEyeVector.x = dot(inVertexTangent, Temp.xyz);
|
||||
varEyeVector.y = dot(inVertexBinormal, Temp.xyz);
|
||||
varEyeVector.z = dot(inVertexNormal, Temp.xyz);
|
||||
varEyeVector *= vec3(1.0,-1.0, -1.0);
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||||
varEyeVector = normalize(varEyeVector);
|
||||
|
||||
// calculate attenuation of light 0
|
||||
varLightColor[0].w = 0.0;
|
||||
varLightColor[0].x = dot(tempLightVector0, tempLightVector0);
|
||||
varLightColor[0].x *= uLightColor[0].w;
|
||||
varLightColor[0] = vec4(inversesqrt(varLightColor[0].x));
|
||||
varLightColor[0] *= uLightColor[0];
|
||||
|
||||
// normalize light vector 0
|
||||
varLightVector[0] = normalize(varLightVector[0]);
|
||||
|
||||
// calculate attenuation of light 1
|
||||
varLightColor[1].w = 0.0;
|
||||
varLightColor[1].x = dot(tempLightVector1, tempLightVector1);
|
||||
varLightColor[1].x *= uLightColor[1].w;
|
||||
varLightColor[1] = vec4(inversesqrt(varLightColor[1].x));
|
||||
varLightColor[1] *= uLightColor[1];
|
||||
|
||||
// normalize light vector 1
|
||||
varLightVector[1] = normalize(varLightVector[1]);
|
||||
|
||||
// move out texture coordinates and original alpha value
|
||||
varTexCoord = inTexCoord0;
|
||||
varLightColor[0].a = inVertexColor.a;
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
// Copyright (C) 2009-2010 Amundis
|
||||
// Heavily based on the OpenGL driver implemented by Nikolaus Gebhardt
|
||||
// and OpenGL ES driver implemented by Christian Stehno
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in Irrlicht.h
|
||||
|
||||
precision mediump float;
|
||||
|
||||
uniform bool uUseTexture;
|
||||
uniform sampler2D uTextureUnit;
|
||||
|
||||
varying vec4 vVertexColor;
|
||||
varying vec2 vTexCoord;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec4 Color = vVertexColor;
|
||||
|
||||
if(uUseTexture)
|
||||
Color *= texture2D(uTextureUnit, vTexCoord);
|
||||
|
||||
gl_FragColor = Color;
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
// Copyright (C) 2009-2010 Amundis
|
||||
// Heavily based on the OpenGL driver implemented by Nikolaus Gebhardt
|
||||
// and OpenGL ES driver implemented by Christian Stehno
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in Irrlicht.h
|
||||
|
||||
attribute vec4 inVertexPosition;
|
||||
attribute vec4 inVertexColor;
|
||||
attribute vec2 inTexCoord0;
|
||||
|
||||
uniform mat4 uOrthoMatrix;
|
||||
|
||||
varying vec4 vVertexColor;
|
||||
varying vec2 vTexCoord;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = uOrthoMatrix * inVertexPosition;
|
||||
vVertexColor = inVertexColor.bgra;
|
||||
vTexCoord = inTexCoord0;
|
||||
}
|
||||
Reference in New Issue
Block a user