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