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-rw-r--r--client/shaders/the_darkness_of_light/opengl_fragment.asm17
-rw-r--r--client/shaders/the_darkness_of_light/opengl_fragment.glsl9
-rw-r--r--client/shaders/the_darkness_of_light/opengl_vertex.asm38
-rw-r--r--client/shaders/the_darkness_of_light/opengl_vertex.glsl16
4 files changed, 80 insertions, 0 deletions
diff --git a/client/shaders/the_darkness_of_light/opengl_fragment.asm b/client/shaders/the_darkness_of_light/opengl_fragment.asm
new file mode 100644
index 000000000..8297f8ec7
--- /dev/null
+++ b/client/shaders/the_darkness_of_light/opengl_fragment.asm
@@ -0,0 +1,17 @@
+!!ARBfp1.0
+
+#Input
+ATTRIB inTexCoord = fragment.texcoord; # texture coordinates
+ATTRIB inColor = fragment.color.primary; # interpolated diffuse color
+
+#Output
+OUTPUT outColor = result.color;
+
+TEMP texelColor;
+TXP texelColor, inTexCoord, texture, 2D;
+MUL texelColor, texelColor, inColor; # multiply with color
+SUB outColor, {1.0,1.0,1.0,1.0}, texelColor;
+MOV outColor.w, 1.0;
+
+END
+
diff --git a/client/shaders/the_darkness_of_light/opengl_fragment.glsl b/client/shaders/the_darkness_of_light/opengl_fragment.glsl
new file mode 100644
index 000000000..e447918ee
--- /dev/null
+++ b/client/shaders/the_darkness_of_light/opengl_fragment.glsl
@@ -0,0 +1,9 @@
+
+uniform sampler2D myTexture;
+
+void main (void)
+{
+ vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
+ col *= gl_Color;
+ gl_FragColor = vec4(1.0-col.r, 1.0-col.g, 1.0-col.b, 1.0);
+}
diff --git a/client/shaders/the_darkness_of_light/opengl_vertex.asm b/client/shaders/the_darkness_of_light/opengl_vertex.asm
new file mode 100644
index 000000000..adfee130e
--- /dev/null
+++ b/client/shaders/the_darkness_of_light/opengl_vertex.asm
@@ -0,0 +1,38 @@
+!!ARBvp1.0
+
+#input
+ATTRIB InPos = vertex.position;
+ATTRIB InColor = vertex.color;
+ATTRIB InNormal = vertex.normal;
+ATTRIB InTexCoord = vertex.texcoord;
+
+#output
+OUTPUT OutPos = result.position;
+OUTPUT OutColor = result.color;
+OUTPUT OutTexCoord = result.texcoord;
+
+PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.
+TEMP Temp;
+TEMP TempColor;
+TEMP TempCompare;
+
+#transform position to clip space
+DP4 Temp.x, MVP[0], InPos;
+DP4 Temp.y, MVP[1], InPos;
+DP4 Temp.z, MVP[2], InPos;
+DP4 Temp.w, MVP[3], InPos;
+
+# check if normal.y > 0.5
+SLT TempCompare, InNormal, {0.5,0.5,0.5,0.5};
+MUL TempCompare.z, TempCompare.y, 0.5;
+SUB TempCompare.x, 1.0, TempCompare.z;
+MOV TempCompare.y, TempCompare.x;
+MOV TempCompare.z, TempCompare.x;
+
+# calculate light color
+MUL OutColor, InColor, TempCompare;
+MOV OutColor.w, 1.0; # we want alpha to be always 1
+MOV OutTexCoord, InTexCoord; # store texture coordinate
+MOV OutPos, Temp;
+
+END
diff --git a/client/shaders/the_darkness_of_light/opengl_vertex.glsl b/client/shaders/the_darkness_of_light/opengl_vertex.glsl
new file mode 100644
index 000000000..0182c859d
--- /dev/null
+++ b/client/shaders/the_darkness_of_light/opengl_vertex.glsl
@@ -0,0 +1,16 @@
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+
+void main(void)
+{
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ if(gl_Normal.y > 0.5)
+ gl_FrontColor = gl_BackColor = gl_Color;
+ else
+ gl_FrontColor = gl_BackColor = gl_Color * 0.5;
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+}