stk-code_catmod/data/shaders/irrlicht/COGLES2FixedPipeline.fsh

224 lines
5.0 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
#define StkGrass 10
#define StkBlend 11
/* Uniforms */
uniform int uMaterialType;
uniform float uHueChange;
uniform vec4 uVertexColor;
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;
vec3 rgbToHsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsvToRgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
vec4 renderSolid()
{
vec4 Color = vec4(1.0, 1.0, 1.0, 1.0);
if(uTextureUsage0)
{
Color *= texture2D(uTextureUnit0, varTexCoord0);
if (uHueChange > 0.0)
{
float f_hue_change = 0.66;
float mask = Color.a;
vec3 old_hsv = rgbToHsv(Color.rgb);
float mask_step = step(mask, 0.5);
float saturation = mask * 1.825;
vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(uHueChange,
max(old_hsv.y, saturation)), vec2(mask_step, mask_step));
Color.rgb = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
}
vec3 mixed_color = varVertexColor.rgb * uVertexColor.rgb;
Color.rgb *= mixed_color;
Color.a = 1.0;
}
else
{
Color = varVertexColor * uVertexColor;
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;
//vec4 Color += Texel1 * (1.0 - BlendFactor);
return Color;
}
vec4 renderLightMap()
{
vec4 Texel0 = texture2D(uTextureUnit0, varTexCoord0);
//vec4 Texel1 = texture2D(uTextureUnit1, varTexCoord1);
vec4 Color = Texel0 * 4.0;
//Color *= Texel1;
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;
//Color *= Texel1;
return Color;
}
vec4 renderTransparent()
{
vec4 Color = vec4(1.0, 1.0, 1.0, 1.0);
if(uTextureUsage0)
{
Color *= texture2D(uTextureUnit0, varTexCoord0);
if (uHueChange > 0.0)
{
vec3 old_hsv = rgbToHsv(Color.rgb);
vec2 new_xy = vec2(uHueChange, old_hsv.y);
vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
Color.rgb = vec3(new_color.r, new_color.g, new_color.b);
}
}
return Color;
}
vec4 renderTransparentVertexColor()
{
vec4 Color = vec4(1.0, 1.0, 1.0, 1.0);
if(uTextureUsage0)
{
Color *= texture2D(uTextureUnit0, varTexCoord0);
if (uHueChange > 0.0)
{
vec3 old_hsv = rgbToHsv(Color.rgb);
vec2 new_xy = vec2(uHueChange, old_hsv.y);
vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
Color.rgb = vec3(new_color.r, new_color.g, new_color.b);
}
vec4 mixed_color = varVertexColor * uVertexColor;
Color *= mixed_color;
}
return Color;
}
void main ()
{
if (uMaterialType == Solid)
gl_FragColor = renderSolid();
else if(uMaterialType == Solid2Layer)
gl_FragColor = render2LayerSolid();
else if(uMaterialType == LightMap)
gl_FragColor = renderSolid();
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 = renderTransparentVertexColor();
if (Color.a < 0.5)
discard;
gl_FragColor = Color;
}
else if(uMaterialType == StkGrass)
{
vec4 Color = renderTransparent();
if (Color.a < 0.5)
discard;
gl_FragColor = Color;
}
else if(uMaterialType == StkBlend)
{
gl_FragColor = renderTransparentVertexColor();
}
else if(uMaterialType == TransparentVertexAlpha)
{
vec4 Color = renderTransparent();
Color.a = varVertexColor.a;
gl_FragColor = Color * uVertexColor;
}
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);
}