eaglercraft/lwjgl-rundir/resources/glsl/core.glsl

237 lines
4.8 KiB
GLSL

// eaglercraft opengl 1.3 emulation
// copyright (c) 2020 calder young
// creative commons BY-NC 4.0
#line 7
precision highp int;
precision highp sampler2D;
precision highp float;
uniform mat4 matrix_m;
uniform mat4 matrix_p;
uniform mat4 matrix_t;
#ifdef CC_VERT
in vec3 a_position;
#ifdef CC_a_texture0
in vec2 a_texture0;
#endif
#ifdef CC_a_color
in vec4 a_color;
#endif
#ifdef CC_a_normal
in vec4 a_normal;
#endif
#ifdef CC_a_texture1
in vec2 a_texture1;
#endif
#ifdef CC_TEX_GEN_STRQ
out vec4 v_object_pos;
#endif
out vec4 v_position;
#ifdef CC_a_color
out vec4 v_color;
#endif
#ifdef CC_a_normal
out vec4 v_normal;
#endif
#ifdef CC_a_texture0
out vec2 v_texture0;
#endif
#ifdef CC_a_texture1
out vec2 v_texture1;
#endif
#endif
#ifdef CC_VERT
void main(){
vec4 pos = matrix_m * vec4(a_position, 1.0);
v_position = pos;
#ifdef CC_TEX_GEN_STRQ
v_object_pos = vec4(a_position, 1.0);
#endif
#ifdef CC_a_color
v_color = a_color;
#endif
#ifdef CC_a_normal
v_normal = a_normal;
#endif
#ifdef CC_a_texture0
v_texture0 = a_texture0;
#endif
#ifdef CC_a_texture1
v_texture1 = a_texture1;
#endif
gl_Position = matrix_p * pos;
}
#endif
#ifdef CC_FRAG
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec2 texCoordV0;
uniform vec2 texCoordV1;
#ifdef CC_lighting
uniform vec3 light0Pos;
uniform vec3 light1Pos;
uniform vec3 normalUniform;
#endif
#ifdef CC_fog
uniform vec4 fogColor;
uniform int fogMode;
uniform float fogStart;
uniform float fogEnd;
uniform float fogDensity;
uniform float fogPremultiply;
#endif
uniform vec4 colorUniform;
#ifdef CC_alphatest
uniform float alphaTestF;
#endif
#ifdef CC_TEX_GEN_STRQ
uniform int textureGenS_M;
uniform int textureGenT_M;
uniform int textureGenR_M;
uniform int textureGenQ_M;
uniform vec4 textureGenS_V;
uniform vec4 textureGenT_V;
uniform vec4 textureGenR_V;
uniform vec4 textureGenQ_V;
uniform mat4 matrix_inverse_m;
#endif
#ifdef CC_patch_anisotropic
uniform vec2 anisotropic_fix;
#endif
#ifdef CC_TEX_GEN_STRQ
in vec4 v_object_pos;
#endif
in vec4 v_position;
#ifdef CC_a_color
in vec4 v_color;
#endif
#ifdef CC_a_normal
in vec4 v_normal;
#endif
#ifdef CC_a_texture0
in vec2 v_texture0;
#endif
#ifdef CC_a_texture1
in vec2 v_texture1;
#endif
out vec4 fragColor;
void main(){
#ifdef CC_a_color
vec4 color = colorUniform * v_color;
#else
vec4 color = colorUniform;
#endif
#ifdef CC_TEX_GEN_STRQ
vec4 texPos;
if(textureGenS_M == 1){
texPos.x = dot(v_position, textureGenS_V * matrix_inverse_m);
}else{
texPos.x = dot(v_object_pos, textureGenS_V);
}
if(textureGenT_M == 1){
texPos.y = dot(v_position, textureGenT_V * matrix_inverse_m);
}else{
texPos.y = dot(v_object_pos, textureGenT_V);
}
if(textureGenR_M == 1){
texPos.z = dot(v_position, textureGenR_V * matrix_inverse_m);
}else{
texPos.z = dot(v_object_pos, textureGenR_V);
}
if(textureGenQ_M == 1){
texPos.w = dot(v_position, textureGenQ_V * matrix_inverse_m);
}else{
texPos.w = dot(v_object_pos, textureGenQ_V);
}
texPos = matrix_t * texPos;
texPos.x /= texPos.w;
texPos.y /= texPos.w;
texPos.z /= texPos.w;
texPos.w = 1.0;
color *= texture(tex0, texPos.xy).bgra;
#ifdef CC_alphatest
if(color.a < alphaTestF){
discard;
}
#endif
#else
#ifdef CC_unit0
#ifdef CC_a_texture0
#ifdef CC_patch_anisotropic
vec2 uv = (matrix_t * vec4(v_texture0, 0.0, 1.0)).xy;
/* https://bugs.chromium.org/p/angleproject/issues/detail?id=4994 */
uv = ((uv * anisotropic_fix) - fract(uv * anisotropic_fix) + 0.5) / anisotropic_fix;
vec4 texColor = texture(tex0, uv);
#else
vec4 texColor = texture(tex0, (matrix_t * vec4(v_texture0, 0.0, 1.0)).xy);
#endif
#else
vec4 texColor = texture(tex0, (matrix_t * vec4(texCoordV0, 0.0, 1.0)).xy);
#endif
#ifdef CC_swap_rb
color *= texColor.rgba;
#else
color *= texColor.bgra;
#endif
#endif
#ifdef CC_alphatest
if(color.a < alphaTestF){
discard;
}
#endif
#ifdef CC_unit1
#ifdef CC_a_texture1
color.rgb *= texture(tex1, (v_texture1 + 8.0) * 0.00390625).bgr;
#else
color.rgb *= texture(tex1, (texCoordV1 + 8.0) * 0.00390625).bgr;
#endif
#endif
#endif
#ifdef CC_lighting
#ifdef CC_a_normal
vec3 normal = ((v_normal.xyz - 0.5) * 2.0);
#else
vec3 normal = normalUniform;
#endif
normal = normalize(mat3(matrix_m) * normal);
float ins = max(dot(normal, -light0Pos), 0.0) + max(dot(normal, -light1Pos), 0.0);
color.rgb *= min((0.4 + ins * 0.6), 1.0);
#endif
#ifdef CC_fog
float dist = sqrt(dot(v_position, v_position));
float i = (fogMode == 1) ? clamp((dist - fogStart) / (fogEnd - fogStart), 0.0, 1.0) : clamp(1.0 - pow(2.718, -(fogDensity * dist)), 0.0, 1.0);
color.rgb = mix(color.rgb, fogColor.xyz, i * fogColor.a);
#endif
fragColor = color;
}
#endif