mirror of
https://github.com/aap/librw.git
synced 2025-12-19 17:09:51 +00:00
made gl3 UBOs optional; also tried other snake oil
This commit is contained in:
@@ -1,10 +1,15 @@
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all: header_vs.inc im2d_gl3.inc im3d_gl3.inc default_vs_gl3.inc simple_fs_gl3.inc matfx_gl3.inc skin_gl3.inc
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all: header_vs.inc header_fs.inc im2d_gl3.inc im3d_gl3.inc default_vs_gl3.inc simple_fs_gl3.inc matfx_gl3.inc skin_gl3.inc
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header_vs.inc: header.vert
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(echo 'const char *header_vert_src =';\
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sed 's/..*/"&\\n"/' header.vert;\
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echo ';') >header_vs.inc
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header_fs.inc: header.frag
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(echo 'const char *header_frag_src =';\
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sed 's/..*/"&\\n"/' header.frag;\
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echo ';') >header_fs.inc
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im2d_gl3.inc: im2d.vert
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(echo 'const char *im2d_vert_src =';\
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sed 's/..*/"&\\n"/' im2d.vert;\
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@@ -18,29 +18,7 @@ main(void)
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v_color = in_color;
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v_color.rgb += u_ambLight.rgb*surfAmbient;
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#ifdef DIRECTIONALS
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for(int i = 0; i < MAX_LIGHTS; i++){
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if(u_directLights[i].enabled == 0.0)
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break;
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v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;
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}
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#endif
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#ifdef POINTLIGHTS
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for(int i = 0; i < MAX_LIGHTS; i++){
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if(u_pointLights[i].enabled == 0.0)
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break;
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v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;
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}
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#endif
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#ifdef SPOTLIGHTS
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for(int i = 0; i < MAX_LIGHTS; i++){
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if(u_spotLights[i].enabled == 0.0)
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break;
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v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;
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}
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#endif
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v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;
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v_color = clamp(v_color, 0.0f, 1.0);
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v_color *= u_matColor;
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@@ -19,29 +19,7 @@ const char *default_vert_src =
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" v_color = in_color;\n"
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" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
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"#ifdef DIRECTIONALS\n"
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" for(int i = 0; i < MAX_LIGHTS; i++){\n"
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" if(u_directLights[i].enabled == 0.0)\n"
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" break;\n"
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" v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;\n"
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" }\n"
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"#endif\n"
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"#ifdef POINTLIGHTS\n"
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" for(int i = 0; i < MAX_LIGHTS; i++){\n"
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" if(u_pointLights[i].enabled == 0.0)\n"
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" break;\n"
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" v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;\n"
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" }\n"
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"#endif\n"
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"#ifdef SPOTLIGHTS\n"
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" for(int i = 0; i < MAX_LIGHTS; i++){\n"
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" if(u_spotLights[i].enabled == 0.0)\n"
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" break;\n"
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" v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;\n"
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" }\n"
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"#endif\n"
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" v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;\n"
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" v_color = clamp(v_color, 0.0f, 1.0);\n"
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" v_color *= u_matColor;\n"
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28
src/gl/shaders/header.frag
Normal file
28
src/gl/shaders/header.frag
Normal file
@@ -0,0 +1,28 @@
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#ifdef USE_UBOS
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layout(std140) uniform State
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{
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vec2 u_alphaRef;
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float u_fogStart;
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float u_fogEnd;
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float u_fogRange;
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float u_fogDisable;
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vec4 u_fogColor;
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};
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#else
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//uniform int u_alphaTest;
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//uniform float u_alphaRef;
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uniform vec2 u_alphaRef;
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uniform float u_fogStart;
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uniform float u_fogEnd;
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uniform float u_fogRange;
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uniform float u_fogDisable;
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uniform vec4 u_fogColor;
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#endif
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void DoAlphaTest(float a)
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{
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if(a < u_alphaRef.x || a >= u_alphaRef.y)
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discard;
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}
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@@ -1,7 +1,12 @@
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#define DIRECTIONALS
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//#define POINTLIGHTS
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//#define SPOTLIGHTS
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#ifdef USE_UBOS
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layout(std140) uniform State
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{
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int u_alphaTest;
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float u_alphaRef;
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vec2 u_alphaRef;
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float u_fogStart;
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float u_fogEnd;
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@@ -9,32 +14,47 @@ layout(std140) uniform State
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float u_fogDisable;
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vec4 u_fogColor;
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};
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#else
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uniform vec2 u_alphaRef;
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uniform float u_fogStart;
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uniform float u_fogEnd;
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uniform float u_fogRange;
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uniform float u_fogDisable;
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uniform vec4 u_fogColor;
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#endif
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#ifdef USE_UBOS
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layout(std140) uniform Scene
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{
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mat4 u_proj;
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mat4 u_view;
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};
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#else
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uniform mat4 u_proj;
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uniform mat4 u_view;
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#endif
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#define MAX_LIGHTS 8
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struct Light {
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float enabled;
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float radius;
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float minusCosAngle;
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float hardSpot;
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vec4 position;
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vec4 direction;
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vec4 color;
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};
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#ifdef USE_UBOS
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layout(std140) uniform Object
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{
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mat4 u_world;
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vec4 u_ambLight;
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Light u_directLights[MAX_LIGHTS];
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Light u_pointLights[MAX_LIGHTS];
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Light u_spotLights[MAX_LIGHTS];
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vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot
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vec4 u_lightPosition[MAX_LIGHTS];
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vec4 u_lightDirection[MAX_LIGHTS];
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vec4 u_lightColor[MAX_LIGHTS];
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};
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#else
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uniform mat4 u_world;
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uniform vec4 u_ambLight;
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uniform vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot
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uniform vec4 u_lightPosition[MAX_LIGHTS];
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uniform vec4 u_lightDirection[MAX_LIGHTS];
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uniform vec4 u_lightColor[MAX_LIGHTS];
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#endif
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uniform vec4 u_matColor;
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uniform vec4 u_surfProps; // amb, spec, diff, extra
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@@ -43,44 +63,52 @@ uniform vec4 u_surfProps; // amb, spec, diff, extra
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#define surfSpecular (u_surfProps.y)
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#define surfDiffuse (u_surfProps.z)
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vec3 DoDirLight(Light L, vec3 N)
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vec3 DoDynamicLight(vec3 V, vec3 N)
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{
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float l = max(0.0, dot(N, -L.direction.xyz));
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return l*L.color.rgb;
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}
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vec3 DoPointLight(Light L, vec3 V, vec3 N)
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{
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// As on PS2
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vec3 dir = V - L.position.xyz;
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float dist = length(dir);
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float atten = max(0.0, (1.0 - dist/L.radius));
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float l = max(0.0, dot(N, -normalize(dir)));
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return l*L.color.rgb*atten;
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}
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vec3 DoSpotLight(Light L, vec3 V, vec3 N)
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{
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// As on PS2
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vec3 dir = V - L.position.xyz;
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float dist = length(dir);
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float atten = max(0.0, (1.0 - dist/L.radius));
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dir /= dist;
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float l = max(0.0, dot(N, -dir));
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float pcos = dot(dir, L.direction.xyz); // cos to point
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float ccos = -L.minusCosAngle;
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float falloff = (pcos-ccos)/(1.0-ccos);
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if(falloff < 0.0) // outside of cone
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l = 0.0;
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l *= max(falloff, L.hardSpot);
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return l*L.color.xyz*atten;
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vec3 color = vec3(0.0, 0.0, 0.0);
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for(int i = 0; i < MAX_LIGHTS; i++){
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if(u_lightParams[i].x == 0.0)
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break;
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#ifdef DIRECTIONALS
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if(u_lightParams[i].x == 1.0){
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// direct
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float l = max(0.0, dot(N, -u_lightDirection[i].xyz));
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color += l*u_lightColor[i].rgb;
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}else
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#endif
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#ifdef POINTLIGHTS
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if(u_lightParams[i].x == 2.0){
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// point
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vec3 dir = V - u_lightPosition[i].xyz;
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float dist = length(dir);
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float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));
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float l = max(0.0, dot(N, -normalize(dir)));
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color += l*u_lightColor[i].rgb*atten;
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}else
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#endif
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#ifdef SPOTLIGHTS
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if(u_lightParams[i].x == 3.0){
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// spot
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vec3 dir = V - u_lightPosition[i].xyz;
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float dist = length(dir);
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float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));
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dir /= dist;
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float l = max(0.0, dot(N, -dir));
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float pcos = dot(dir, u_lightDirection[i].xyz); // cos to point
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float ccos = -u_lightParams[i].z;
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float falloff = (pcos-ccos)/(1.0-ccos);
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if(falloff < 0.0) // outside of cone
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l = 0.0;
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l *= max(falloff, u_lightParams[i].w);
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return l*u_lightColor[i].rgb*atten;
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}else
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#endif
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;
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}
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return color;
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}
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float DoFog(float w)
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{
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return clamp((w - u_fogEnd)*u_fogRange, u_fogDisable, 1.0);
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}
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#define DIRECTIONALS
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//#define POINTLIGHTS
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//#define SPOTLIGHTS
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30
src/gl/shaders/header_fs.inc
Normal file
30
src/gl/shaders/header_fs.inc
Normal file
@@ -0,0 +1,30 @@
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const char *header_frag_src =
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"#ifdef USE_UBOS\n"
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"layout(std140) uniform State\n"
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"{\n"
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" vec2 u_alphaRef;\n"
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" float u_fogStart;\n"
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" float u_fogEnd;\n"
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" float u_fogRange;\n"
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" float u_fogDisable;\n"
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" vec4 u_fogColor;\n"
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"};\n"
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"#else\n"
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"//uniform int u_alphaTest;\n"
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"//uniform float u_alphaRef;\n"
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"uniform vec2 u_alphaRef;\n"
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"uniform float u_fogStart;\n"
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"uniform float u_fogEnd;\n"
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"uniform float u_fogRange;\n"
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"uniform float u_fogDisable;\n"
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"uniform vec4 u_fogColor;\n"
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"#endif\n"
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"void DoAlphaTest(float a)\n"
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"{\n"
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" if(a < u_alphaRef.x || a >= u_alphaRef.y)\n"
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" discard;\n"
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"}\n"
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;
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@@ -1,8 +1,13 @@
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const char *header_vert_src =
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"#define DIRECTIONALS\n"
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"//#define POINTLIGHTS\n"
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"//#define SPOTLIGHTS\n"
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"#ifdef USE_UBOS\n"
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"layout(std140) uniform State\n"
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"{\n"
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" int u_alphaTest;\n"
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" float u_alphaRef;\n"
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" vec2 u_alphaRef;\n"
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|
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" float u_fogStart;\n"
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" float u_fogEnd;\n"
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@@ -10,32 +15,47 @@ const char *header_vert_src =
|
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" float u_fogDisable;\n"
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" vec4 u_fogColor;\n"
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"};\n"
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"#else\n"
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"uniform vec2 u_alphaRef;\n"
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|
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"uniform float u_fogStart;\n"
|
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"uniform float u_fogEnd;\n"
|
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"uniform float u_fogRange;\n"
|
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"uniform float u_fogDisable;\n"
|
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"uniform vec4 u_fogColor;\n"
|
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"#endif\n"
|
||||
|
||||
"#ifdef USE_UBOS\n"
|
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"layout(std140) uniform Scene\n"
|
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"{\n"
|
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" mat4 u_proj;\n"
|
||||
" mat4 u_view;\n"
|
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"};\n"
|
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"#else\n"
|
||||
"uniform mat4 u_proj;\n"
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"uniform mat4 u_view;\n"
|
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"#endif\n"
|
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|
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"#define MAX_LIGHTS 8\n"
|
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"struct Light {\n"
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" float enabled;\n"
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" float radius;\n"
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" float minusCosAngle;\n"
|
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" float hardSpot;\n"
|
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" vec4 position;\n"
|
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" vec4 direction;\n"
|
||||
" vec4 color;\n"
|
||||
"};\n"
|
||||
|
||||
"#ifdef USE_UBOS\n"
|
||||
"layout(std140) uniform Object\n"
|
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"{\n"
|
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" mat4 u_world;\n"
|
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" vec4 u_ambLight;\n"
|
||||
" Light u_directLights[MAX_LIGHTS];\n"
|
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" Light u_pointLights[MAX_LIGHTS];\n"
|
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" Light u_spotLights[MAX_LIGHTS];\n"
|
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" vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot\n"
|
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" vec4 u_lightPosition[MAX_LIGHTS];\n"
|
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" vec4 u_lightDirection[MAX_LIGHTS];\n"
|
||||
" vec4 u_lightColor[MAX_LIGHTS];\n"
|
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"};\n"
|
||||
"#else\n"
|
||||
"uniform mat4 u_world;\n"
|
||||
"uniform vec4 u_ambLight;\n"
|
||||
"uniform vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot\n"
|
||||
"uniform vec4 u_lightPosition[MAX_LIGHTS];\n"
|
||||
"uniform vec4 u_lightDirection[MAX_LIGHTS];\n"
|
||||
"uniform vec4 u_lightColor[MAX_LIGHTS];\n"
|
||||
"#endif\n"
|
||||
|
||||
"uniform vec4 u_matColor;\n"
|
||||
"uniform vec4 u_surfProps; // amb, spec, diff, extra\n"
|
||||
@@ -44,45 +64,53 @@ const char *header_vert_src =
|
||||
"#define surfSpecular (u_surfProps.y)\n"
|
||||
"#define surfDiffuse (u_surfProps.z)\n"
|
||||
|
||||
"vec3 DoDirLight(Light L, vec3 N)\n"
|
||||
"vec3 DoDynamicLight(vec3 V, vec3 N)\n"
|
||||
"{\n"
|
||||
" float l = max(0.0, dot(N, -L.direction.xyz));\n"
|
||||
" return l*L.color.rgb;\n"
|
||||
"}\n"
|
||||
|
||||
"vec3 DoPointLight(Light L, vec3 V, vec3 N)\n"
|
||||
"{\n"
|
||||
" // As on PS2\n"
|
||||
" vec3 dir = V - L.position.xyz;\n"
|
||||
" float dist = length(dir);\n"
|
||||
" float atten = max(0.0, (1.0 - dist/L.radius));\n"
|
||||
" float l = max(0.0, dot(N, -normalize(dir)));\n"
|
||||
" return l*L.color.rgb*atten;\n"
|
||||
"}\n"
|
||||
|
||||
"vec3 DoSpotLight(Light L, vec3 V, vec3 N)\n"
|
||||
"{\n"
|
||||
" // As on PS2\n"
|
||||
" vec3 dir = V - L.position.xyz;\n"
|
||||
" float dist = length(dir);\n"
|
||||
" float atten = max(0.0, (1.0 - dist/L.radius));\n"
|
||||
" dir /= dist;\n"
|
||||
" float l = max(0.0, dot(N, -dir));\n"
|
||||
" float pcos = dot(dir, L.direction.xyz); // cos to point\n"
|
||||
" float ccos = -L.minusCosAngle;\n"
|
||||
" float falloff = (pcos-ccos)/(1.0-ccos);\n"
|
||||
" if(falloff < 0.0) // outside of cone\n"
|
||||
" l = 0.0;\n"
|
||||
" l *= max(falloff, L.hardSpot);\n"
|
||||
" return l*L.color.xyz*atten;\n"
|
||||
" vec3 color = vec3(0.0, 0.0, 0.0);\n"
|
||||
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
|
||||
" if(u_lightParams[i].x == 0.0)\n"
|
||||
" break;\n"
|
||||
"#ifdef DIRECTIONALS\n"
|
||||
" if(u_lightParams[i].x == 1.0){\n"
|
||||
" // direct\n"
|
||||
" float l = max(0.0, dot(N, -u_lightDirection[i].xyz));\n"
|
||||
" color += l*u_lightColor[i].rgb;\n"
|
||||
" }else\n"
|
||||
"#endif\n"
|
||||
"#ifdef POINTLIGHTS\n"
|
||||
" if(u_lightParams[i].x == 2.0){\n"
|
||||
" // point\n"
|
||||
" vec3 dir = V - u_lightPosition[i].xyz;\n"
|
||||
" float dist = length(dir);\n"
|
||||
" float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));\n"
|
||||
" float l = max(0.0, dot(N, -normalize(dir)));\n"
|
||||
" color += l*u_lightColor[i].rgb*atten;\n"
|
||||
" }else\n"
|
||||
"#endif\n"
|
||||
"#ifdef SPOTLIGHTS\n"
|
||||
" if(u_lightParams[i].x == 3.0){\n"
|
||||
" // spot\n"
|
||||
" vec3 dir = V - u_lightPosition[i].xyz;\n"
|
||||
" float dist = length(dir);\n"
|
||||
" float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));\n"
|
||||
" dir /= dist;\n"
|
||||
" float l = max(0.0, dot(N, -dir));\n"
|
||||
" float pcos = dot(dir, u_lightDirection[i].xyz); // cos to point\n"
|
||||
" float ccos = -u_lightParams[i].z;\n"
|
||||
" float falloff = (pcos-ccos)/(1.0-ccos);\n"
|
||||
" if(falloff < 0.0) // outside of cone\n"
|
||||
" l = 0.0;\n"
|
||||
" l *= max(falloff, u_lightParams[i].w);\n"
|
||||
" return l*u_lightColor[i].rgb*atten;\n"
|
||||
" }else\n"
|
||||
"#endif\n"
|
||||
" ;\n"
|
||||
" }\n"
|
||||
" return color;\n"
|
||||
"}\n"
|
||||
|
||||
"float DoFog(float w)\n"
|
||||
"{\n"
|
||||
" return clamp((w - u_fogEnd)*u_fogRange, u_fogDisable, 1.0);\n"
|
||||
"}\n"
|
||||
|
||||
"#define DIRECTIONALS\n"
|
||||
"//#define POINTLIGHTS\n"
|
||||
"//#define SPOTLIGHTS\n"
|
||||
;
|
||||
|
||||
@@ -1,15 +1,3 @@
|
||||
layout(std140) uniform State
|
||||
{
|
||||
int u_alphaTest;
|
||||
float u_alphaRef;
|
||||
|
||||
float u_fogStart;
|
||||
float u_fogEnd;
|
||||
float u_fogRange;
|
||||
float u_fogDisable;
|
||||
vec4 u_fogColor;
|
||||
};
|
||||
|
||||
uniform sampler2D tex0;
|
||||
uniform sampler2D tex1;
|
||||
|
||||
@@ -38,16 +26,5 @@ main(void)
|
||||
color.rgb = pass1.rgb*pass1.a + pass2.rgb;
|
||||
color.a = pass1.a;
|
||||
|
||||
switch(u_alphaTest){
|
||||
default:
|
||||
case 0: break;
|
||||
case 1:
|
||||
if(color.a < u_alphaRef)
|
||||
discard;
|
||||
break;
|
||||
case 2:
|
||||
if(color.a >= u_alphaRef)
|
||||
discard;
|
||||
break;
|
||||
}
|
||||
DoAlphaTest(color.a);
|
||||
}
|
||||
|
||||
@@ -22,29 +22,7 @@ main(void)
|
||||
|
||||
v_color = in_color;
|
||||
v_color.rgb += u_ambLight.rgb*surfAmbient;
|
||||
|
||||
#ifdef DIRECTIONALS
|
||||
for(int i = 0; i < MAX_LIGHTS; i++){
|
||||
if(u_directLights[i].enabled == 0.0)
|
||||
break;
|
||||
v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;
|
||||
}
|
||||
#endif
|
||||
#ifdef POINTLIGHTS
|
||||
for(int i = 0; i < MAX_LIGHTS; i++){
|
||||
if(u_pointLights[i].enabled == 0.0)
|
||||
break;
|
||||
v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;
|
||||
}
|
||||
#endif
|
||||
#ifdef SPOTLIGHTS
|
||||
for(int i = 0; i < MAX_LIGHTS; i++){
|
||||
if(u_spotLights[i].enabled == 0.0)
|
||||
break;
|
||||
v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;
|
||||
}
|
||||
#endif
|
||||
|
||||
v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;
|
||||
v_color = clamp(v_color, 0.0f, 1.0);
|
||||
v_color *= u_matColor;
|
||||
|
||||
|
||||
@@ -23,29 +23,7 @@ const char *matfx_env_vert_src =
|
||||
|
||||
" v_color = in_color;\n"
|
||||
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
|
||||
|
||||
"#ifdef DIRECTIONALS\n"
|
||||
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
|
||||
" if(u_directLights[i].enabled == 0.0)\n"
|
||||
" break;\n"
|
||||
" v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;\n"
|
||||
" }\n"
|
||||
"#endif\n"
|
||||
"#ifdef POINTLIGHTS\n"
|
||||
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
|
||||
" if(u_pointLights[i].enabled == 0.0)\n"
|
||||
" break;\n"
|
||||
" v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;\n"
|
||||
" }\n"
|
||||
"#endif\n"
|
||||
"#ifdef SPOTLIGHTS\n"
|
||||
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
|
||||
" if(u_spotLights[i].enabled == 0.0)\n"
|
||||
" break;\n"
|
||||
" v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;\n"
|
||||
" }\n"
|
||||
"#endif\n"
|
||||
|
||||
" v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;\n"
|
||||
" v_color = clamp(v_color, 0.0f, 1.0);\n"
|
||||
" v_color *= u_matColor;\n"
|
||||
|
||||
@@ -53,18 +31,6 @@ const char *matfx_env_vert_src =
|
||||
"}\n"
|
||||
;
|
||||
const char *matfx_env_frag_src =
|
||||
"layout(std140) uniform State\n"
|
||||
"{\n"
|
||||
" int u_alphaTest;\n"
|
||||
" float u_alphaRef;\n"
|
||||
|
||||
" float u_fogStart;\n"
|
||||
" float u_fogEnd;\n"
|
||||
" float u_fogRange;\n"
|
||||
" float u_fogDisable;\n"
|
||||
" vec4 u_fogColor;\n"
|
||||
"};\n"
|
||||
|
||||
"uniform sampler2D tex0;\n"
|
||||
"uniform sampler2D tex1;\n"
|
||||
|
||||
@@ -93,17 +59,6 @@ const char *matfx_env_frag_src =
|
||||
" color.rgb = pass1.rgb*pass1.a + pass2.rgb;\n"
|
||||
" color.a = pass1.a;\n"
|
||||
|
||||
" switch(u_alphaTest){\n"
|
||||
" default:\n"
|
||||
" case 0: break;\n"
|
||||
" case 1:\n"
|
||||
" if(color.a < u_alphaRef)\n"
|
||||
" discard;\n"
|
||||
" break;\n"
|
||||
" case 2:\n"
|
||||
" if(color.a >= u_alphaRef)\n"
|
||||
" discard;\n"
|
||||
" break;\n"
|
||||
" }\n"
|
||||
" DoAlphaTest(color.a);\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
@@ -1,15 +1,3 @@
|
||||
layout(std140) uniform State
|
||||
{
|
||||
int u_alphaTest;
|
||||
float u_alphaRef;
|
||||
|
||||
float u_fogStart;
|
||||
float u_fogEnd;
|
||||
float u_fogRange;
|
||||
float u_fogDisable;
|
||||
vec4 u_fogColor;
|
||||
};
|
||||
|
||||
uniform sampler2D tex0;
|
||||
|
||||
in vec4 v_color;
|
||||
@@ -23,17 +11,6 @@ main(void)
|
||||
{
|
||||
color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
|
||||
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
|
||||
switch(u_alphaTest){
|
||||
default:
|
||||
case 0: break;
|
||||
case 1:
|
||||
if(color.a < u_alphaRef)
|
||||
discard;
|
||||
break;
|
||||
case 2:
|
||||
if(color.a >= u_alphaRef)
|
||||
discard;
|
||||
break;
|
||||
}
|
||||
DoAlphaTest(color.a);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,16 +1,4 @@
|
||||
const char *simple_frag_src =
|
||||
"layout(std140) uniform State\n"
|
||||
"{\n"
|
||||
" int u_alphaTest;\n"
|
||||
" float u_alphaRef;\n"
|
||||
|
||||
" float u_fogStart;\n"
|
||||
" float u_fogEnd;\n"
|
||||
" float u_fogRange;\n"
|
||||
" float u_fogDisable;\n"
|
||||
" vec4 u_fogColor;\n"
|
||||
"};\n"
|
||||
|
||||
"uniform sampler2D tex0;\n"
|
||||
|
||||
"in vec4 v_color;\n"
|
||||
@@ -24,18 +12,7 @@ const char *simple_frag_src =
|
||||
"{\n"
|
||||
" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
|
||||
" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
|
||||
" switch(u_alphaTest){\n"
|
||||
" default:\n"
|
||||
" case 0: break;\n"
|
||||
" case 1:\n"
|
||||
" if(color.a < u_alphaRef)\n"
|
||||
" discard;\n"
|
||||
" break;\n"
|
||||
" case 2:\n"
|
||||
" if(color.a >= u_alphaRef)\n"
|
||||
" discard;\n"
|
||||
" break;\n"
|
||||
" }\n"
|
||||
" DoAlphaTest(color.a);\n"
|
||||
"}\n"
|
||||
|
||||
;
|
||||
|
||||
@@ -25,33 +25,13 @@ main(void)
|
||||
gl_Position = u_proj * u_view * V;
|
||||
vec3 N = mat3(u_world) * SkinNormal;
|
||||
|
||||
v_tex0 = in_tex0;
|
||||
|
||||
v_color = in_color;
|
||||
v_color.rgb += u_ambLight.rgb*surfAmbient;
|
||||
|
||||
#ifdef DIRECTIONALS
|
||||
for(int i = 0; i < MAX_LIGHTS; i++){
|
||||
if(u_directLights[i].enabled == 0.0)
|
||||
break;
|
||||
v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;
|
||||
}
|
||||
#endif
|
||||
#ifdef POINTLIGHTS
|
||||
for(int i = 0; i < MAX_LIGHTS; i++){
|
||||
if(u_pointLights[i].enabled == 0.0)
|
||||
break;
|
||||
v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;
|
||||
}
|
||||
#endif
|
||||
#ifdef SPOTLIGHTS
|
||||
for(int i = 0; i < MAX_LIGHTS; i++){
|
||||
if(u_spotLights[i].enabled == 0.0)
|
||||
break;
|
||||
v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;
|
||||
}
|
||||
#endif
|
||||
v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;
|
||||
v_color = clamp(v_color, 0.0f, 1.0);
|
||||
v_color *= u_matColor;
|
||||
|
||||
v_tex0 = in_tex0;
|
||||
|
||||
v_fog = DoFog(gl_Position.z);
|
||||
}
|
||||
|
||||
@@ -26,34 +26,14 @@ const char *skin_vert_src =
|
||||
" gl_Position = u_proj * u_view * V;\n"
|
||||
" vec3 N = mat3(u_world) * SkinNormal;\n"
|
||||
|
||||
" v_tex0 = in_tex0;\n"
|
||||
|
||||
" v_color = in_color;\n"
|
||||
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
|
||||
|
||||
"#ifdef DIRECTIONALS\n"
|
||||
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
|
||||
" if(u_directLights[i].enabled == 0.0)\n"
|
||||
" break;\n"
|
||||
" v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;\n"
|
||||
" }\n"
|
||||
"#endif\n"
|
||||
"#ifdef POINTLIGHTS\n"
|
||||
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
|
||||
" if(u_pointLights[i].enabled == 0.0)\n"
|
||||
" break;\n"
|
||||
" v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;\n"
|
||||
" }\n"
|
||||
"#endif\n"
|
||||
"#ifdef SPOTLIGHTS\n"
|
||||
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
|
||||
" if(u_spotLights[i].enabled == 0.0)\n"
|
||||
" break;\n"
|
||||
" v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;\n"
|
||||
" }\n"
|
||||
"#endif\n"
|
||||
" v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;\n"
|
||||
" v_color = clamp(v_color, 0.0f, 1.0);\n"
|
||||
" v_color *= u_matColor;\n"
|
||||
|
||||
" v_tex0 = in_tex0;\n"
|
||||
|
||||
" v_fog = DoFog(gl_Position.z);\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
Reference in New Issue
Block a user