From 27373919f4369c0c511f9f0ac66854b7f76e101d Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 1 Dec 2012 03:02:16 +0200 Subject: Implement a global shader parameter passing system and useful shaders --- client/shaders/test_shader_1/base.txt | 1 + client/shaders/test_shader_1/opengl_fragment.glsl | 25 ++++++++++++++ client/shaders/test_shader_1/opengl_vertex.glsl | 25 ++++++++++++++ .../test_shader_2/.opengl_fragment.glsl.swo | Bin 0 -> 12288 bytes client/shaders/test_shader_2/base.txt | 1 + client/shaders/test_shader_2/opengl_fragment.glsl | 23 +++++++++++++ client/shaders/test_shader_2/opengl_vertex.glsl | 20 +++++++++++ .../the_darkness_of_light/opengl_fragment.asm | 17 --------- .../the_darkness_of_light/opengl_fragment.glsl | 9 ----- .../the_darkness_of_light/opengl_vertex.asm | 38 --------------------- .../the_darkness_of_light/opengl_vertex.glsl | 16 --------- 11 files changed, 95 insertions(+), 80 deletions(-) create mode 100644 client/shaders/test_shader_1/base.txt create mode 100644 client/shaders/test_shader_1/opengl_fragment.glsl create mode 100644 client/shaders/test_shader_1/opengl_vertex.glsl create mode 100644 client/shaders/test_shader_2/.opengl_fragment.glsl.swo create mode 100644 client/shaders/test_shader_2/base.txt create mode 100644 client/shaders/test_shader_2/opengl_fragment.glsl create mode 100644 client/shaders/test_shader_2/opengl_vertex.glsl delete mode 100644 client/shaders/the_darkness_of_light/opengl_fragment.asm delete mode 100644 client/shaders/the_darkness_of_light/opengl_fragment.glsl delete mode 100644 client/shaders/the_darkness_of_light/opengl_vertex.asm delete mode 100644 client/shaders/the_darkness_of_light/opengl_vertex.glsl (limited to 'client/shaders') diff --git a/client/shaders/test_shader_1/base.txt b/client/shaders/test_shader_1/base.txt new file mode 100644 index 000000000..080df30dd --- /dev/null +++ b/client/shaders/test_shader_1/base.txt @@ -0,0 +1 @@ +trans_alphach_ref diff --git a/client/shaders/test_shader_1/opengl_fragment.glsl b/client/shaders/test_shader_1/opengl_fragment.glsl new file mode 100644 index 000000000..ebf943ced --- /dev/null +++ b/client/shaders/test_shader_1/opengl_fragment.glsl @@ -0,0 +1,25 @@ + +uniform sampler2D myTexture; +uniform vec4 skyBgColor; +uniform float fogDistance; + +varying vec3 vPosition; + +void main (void) +{ + //vec4 col = vec4(1.0, 0.0, 0.0, 1.0); + vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0])); + float a = col.a; + col *= gl_Color; + 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)); + col = mix(col, skyBgColor, d); + } + gl_FragColor = vec4(col.r, col.g, col.b, a); +} diff --git a/client/shaders/test_shader_1/opengl_vertex.glsl b/client/shaders/test_shader_1/opengl_vertex.glsl new file mode 100644 index 000000000..498085053 --- /dev/null +++ b/client/shaders/test_shader_1/opengl_vertex.glsl @@ -0,0 +1,25 @@ + +uniform mat4 mWorldViewProj; +uniform mat4 mInvWorld; +uniform mat4 mTransWorld; + +varying vec3 vPosition; + +void main(void) +{ + gl_Position = mWorldViewProj * gl_Vertex; + + vPosition = (mWorldViewProj * gl_Vertex).xyz; + + if(gl_Normal.y > 0.5) + gl_FrontColor = gl_BackColor = gl_Color; + else + gl_FrontColor = gl_BackColor = gl_Color * 0.7; + + /*if(gl_Normal.y > 0.5) + gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0); + else + gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0) * 0.7;*/ + + gl_TexCoord[0] = gl_MultiTexCoord0; +} 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 Binary files /dev/null and b/client/shaders/test_shader_2/.opengl_fragment.glsl.swo 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; +} diff --git a/client/shaders/the_darkness_of_light/opengl_fragment.asm b/client/shaders/the_darkness_of_light/opengl_fragment.asm deleted file mode 100644 index 8297f8ec7..000000000 --- a/client/shaders/the_darkness_of_light/opengl_fragment.asm +++ /dev/null @@ -1,17 +0,0 @@ -!!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 deleted file mode 100644 index e447918ee..000000000 --- a/client/shaders/the_darkness_of_light/opengl_fragment.glsl +++ /dev/null @@ -1,9 +0,0 @@ - -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 deleted file mode 100644 index adfee130e..000000000 --- a/client/shaders/the_darkness_of_light/opengl_vertex.asm +++ /dev/null @@ -1,38 +0,0 @@ -!!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 deleted file mode 100644 index 0182c859d..000000000 --- a/client/shaders/the_darkness_of_light/opengl_vertex.glsl +++ /dev/null @@ -1,16 +0,0 @@ - -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; -} -- cgit v1.2.3