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authorPerttu Ahola <celeron55@gmail.com>2012-12-01 03:02:16 +0200
committerPerttu Ahola <celeron55@gmail.com>2012-12-02 00:46:18 +0200
commit27373919f4369c0c511f9f0ac66854b7f76e101d (patch)
treee830e623af8b51b72468f9aa04faf85210d66177 /client/shaders/test_shader_1
parent22e6fb7056dcc888e9ccf768fefb6c073077a3b5 (diff)
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Implement a global shader parameter passing system and useful shaders
Diffstat (limited to 'client/shaders/test_shader_1')
-rw-r--r--client/shaders/test_shader_1/base.txt1
-rw-r--r--client/shaders/test_shader_1/opengl_fragment.glsl25
-rw-r--r--client/shaders/test_shader_1/opengl_vertex.glsl25
3 files changed, 51 insertions, 0 deletions
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;
+}