b3e41db14b
Now EMT_TRANSPARENT_ALPHA_CHANNEL_REF in GLES2 can be used with vertex color
162 lines
3.2 KiB
GLSL
162 lines
3.2 KiB
GLSL
precision mediump float;
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/* Definitions */
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#define Solid 0
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#define Solid2Layer 1
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#define LightMap 2
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#define DetailMap 3
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#define SphereMap 4
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#define Reflection2Layer 5
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#define TransparentAlphaChannel 6
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#define TransparentAlphaChannelRef 7
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#define TransparentVertexAlpha 8
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#define TransparentReflection2Layer 9
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#define StkGrass 10
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/* Uniforms */
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uniform int uMaterialType;
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uniform bool uTextureUsage0;
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//uniform bool uTextureUsage1;
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uniform sampler2D uTextureUnit0;
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//uniform sampler2D uTextureUnit1;
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/* Varyings */
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varying vec2 varTexCoord0;
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//varying vec2 varTexCoord1;
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varying vec4 varVertexColor;
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varying float varEyeDist;
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vec4 renderSolid()
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{
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vec4 Color = varVertexColor;
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if(uTextureUsage0)
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Color *= texture2D(uTextureUnit0, varTexCoord0);
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//Color.a = 1.0;
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return Color;
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}
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vec4 render2LayerSolid()
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{
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float BlendFactor = varVertexColor.a;
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vec4 Texel0 = texture2D(uTextureUnit0, varTexCoord0);
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//vec4 Texel1 = texture2D(uTextureUnit1, varTexCoord1);
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vec4 Color = Texel0 * BlendFactor;
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//vec4 Color += Texel1 * (1.0 - BlendFactor);
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return Color;
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}
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vec4 renderLightMap()
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{
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vec4 Texel0 = texture2D(uTextureUnit0, varTexCoord0);
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//vec4 Texel1 = texture2D(uTextureUnit1, varTexCoord1);
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vec4 Color = Texel0 * 4.0;
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//Color *= Texel1;
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Color.a = Texel0.a * Texel0.a;
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return Color;
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}
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vec4 renderDetailMap()
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{
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vec4 Texel0 = texture2D(uTextureUnit0, varTexCoord0);
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//vec4 Texel1 = texture2D(uTextureUnit1, varTexCoord1);
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vec4 Color = Texel0;
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//Color += Texel1 - 0.5;
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return Color;
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}
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vec4 renderReflection2Layer()
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{
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vec4 Color = varVertexColor;
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vec4 Texel0 = texture2D(uTextureUnit0, varTexCoord0);
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//vec4 Texel1 = texture2D(uTextureUnit1, varTexCoord1);
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Color *= Texel0;
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//Color *= Texel1;
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return Color;
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}
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vec4 renderTransparent()
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{
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vec4 Color = vec4(1.0, 1.0, 1.0, 1.0);
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if(uTextureUsage0)
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Color *= texture2D(uTextureUnit0, varTexCoord0);
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return Color;
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}
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vec4 renderTransparentVertexColor()
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{
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vec4 Color = varVertexColor;
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if(uTextureUsage0)
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Color *= texture2D(uTextureUnit0, varTexCoord0);
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return Color;
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}
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void main ()
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{
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if (uMaterialType == Solid)
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gl_FragColor = renderSolid();
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else if(uMaterialType == Solid2Layer)
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gl_FragColor = render2LayerSolid();
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else if(uMaterialType == LightMap)
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gl_FragColor = renderSolid();
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else if(uMaterialType == DetailMap)
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gl_FragColor = renderDetailMap();
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else if(uMaterialType == SphereMap)
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gl_FragColor = renderSolid();
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else if(uMaterialType == Reflection2Layer)
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gl_FragColor = renderReflection2Layer();
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else if(uMaterialType == TransparentAlphaChannel)
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gl_FragColor = renderTransparent();
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else if(uMaterialType == TransparentAlphaChannelRef)
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{
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vec4 Color = renderTransparentVertexColor();
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if (Color.a < 0.5)
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discard;
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gl_FragColor = Color;
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}
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else if(uMaterialType == StkGrass)
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{
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vec4 Color = renderTransparent();
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if (Color.a < 0.5)
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discard;
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gl_FragColor = Color;
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}
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else if(uMaterialType == TransparentVertexAlpha)
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{
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vec4 Color = renderTransparent();
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Color.a = varVertexColor.a;
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gl_FragColor = Color;
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}
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else if(uMaterialType == TransparentReflection2Layer)
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{
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vec4 Color = renderReflection2Layer();
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Color.a = varVertexColor.a;
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gl_FragColor = Color;
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}
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else
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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