stk-code_catmod/data/shaders/irrlicht/COGLES2FixedPipeline.fsh
Deve d13716a917 Initial linux version.
Currently works only with irrlicht-based renderer because shaders are not ported yet.
2016-06-24 02:47:13 +02:00

142 lines
2.8 KiB
GLSL

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