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-rw-r--r--client/shaders/test_shader_2/.opengl_fragment.glsl.swobin0 -> 12288 bytes
-rw-r--r--client/shaders/test_shader_2/base.txt1
-rw-r--r--client/shaders/test_shader_2/opengl_fragment.glsl23
-rw-r--r--client/shaders/test_shader_2/opengl_vertex.glsl20
4 files changed, 44 insertions, 0 deletions
diff --git a/client/shaders/test_shader_2/.opengl_fragment.glsl.swo b/client/shaders/test_shader_2/.opengl_fragment.glsl.swo
new file mode 100644
index 000000000..e1cac6222
--- /dev/null
+++ b/client/shaders/test_shader_2/.opengl_fragment.glsl.swo
Binary files differ
diff --git a/client/shaders/test_shader_2/base.txt b/client/shaders/test_shader_2/base.txt
new file mode 100644
index 000000000..1c2647118
--- /dev/null
+++ b/client/shaders/test_shader_2/base.txt
@@ -0,0 +1 @@
+trans_alphach
diff --git a/client/shaders/test_shader_2/opengl_fragment.glsl b/client/shaders/test_shader_2/opengl_fragment.glsl
new file mode 100644
index 000000000..38bc94311
--- /dev/null
+++ b/client/shaders/test_shader_2/opengl_fragment.glsl
@@ -0,0 +1,23 @@
+
+uniform sampler2D myTexture;
+uniform float fogDistance;
+
+varying vec3 vPosition;
+
+void main (void)
+{
+ vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
+ col *= gl_Color;
+ float a = gl_Color.a;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
+ col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
+ col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
+ col = sqrt(col); // Linear -> SRGB
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ a = mix(a, 0.0, d);
+ }
+ gl_FragColor = vec4(col.r, col.g, col.b, a);
+}
diff --git a/client/shaders/test_shader_2/opengl_vertex.glsl b/client/shaders/test_shader_2/opengl_vertex.glsl
new file mode 100644
index 000000000..6286fc0d7
--- /dev/null
+++ b/client/shaders/test_shader_2/opengl_vertex.glsl
@@ -0,0 +1,20 @@
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+
+varying vec3 vPosition;
+
+void main(void)
+{
+ vec4 pos = gl_Vertex;
+ pos.y -= 2.0;
+ gl_Position = mWorldViewProj * pos;
+
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ gl_FrontColor = gl_BackColor = gl_Color;
+ //gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+}