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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
parent22e6fb7056dcc888e9ccf768fefb6c073077a3b5 (diff)
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Implement a global shader parameter passing system and useful shaders
Diffstat (limited to 'client/shaders')
-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
-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
-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
11 files changed, 95 insertions, 80 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;
+}
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;
+}
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;
-}