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 +++++++++++++++++++++++ 3 files changed, 51 insertions(+) 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 (limited to 'client/shaders/test_shader_1') 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; +} -- cgit v1.2.3