Initial commit
This commit is contained in:
commit
c630089742
4782 files changed
+178521
No files matched your search
@@ -0,0 +1,145 @@
|
||||
// __multiversion__
|
||||
// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
|
||||
|
||||
// To use centroid sampling we need to have version 300 es shaders, which requires changing:
|
||||
// attribute to in
|
||||
// varying to out when in vertex shaders or in when in fragment shaders
|
||||
// defining an out vec4 FragColor and replacing uses of gl_FragColor with FragColor
|
||||
// texture2D to texture
|
||||
#if __VERSION__ >= 300
|
||||
|
||||
#define attribute in
|
||||
#define varying out
|
||||
#ifdef MSAA_FRAMEBUFFER_ENABLED
|
||||
#define _centroid centroid
|
||||
#else
|
||||
#define _centroid
|
||||
#endif
|
||||
_centroid out vec2 uv;
|
||||
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#endif
|
||||
|
||||
uniform MAT4 WORLDVIEWPROJ;
|
||||
uniform MAT4 WORLD;
|
||||
uniform vec4 TILE_LIGHT_COLOR;
|
||||
uniform vec4 OVERLAY_COLOR;
|
||||
uniform vec4 CHANGE_COLOR;
|
||||
uniform vec4 GLINT_COLOR;
|
||||
uniform vec4 FOG_COLOR;
|
||||
uniform vec2 FOG_CONTROL;
|
||||
uniform float RENDER_DISTANCE;
|
||||
uniform vec2 UV_ANIM;
|
||||
uniform vec2 UV_OFFSET;
|
||||
uniform vec2 UV_ROTATION;
|
||||
uniform vec2 GLINT_UV_SCALE;
|
||||
|
||||
attribute mediump vec4 POSITION;
|
||||
attribute vec2 TEXCOORD_0;
|
||||
attribute vec4 NORMAL;
|
||||
|
||||
#ifdef COLOR_BASED
|
||||
attribute vec4 COLOR;
|
||||
#endif
|
||||
|
||||
varying vec4 light;
|
||||
varying vec4 fogColor;
|
||||
|
||||
#ifdef USE_OVERLAY
|
||||
varying vec4 overlayColor;
|
||||
#endif
|
||||
|
||||
#if defined(USE_COLOR_MASK) || defined(ITEM_IN_HAND) || defined(COLOR_SECOND_TEXTURE)
|
||||
varying vec4 changeColor;
|
||||
#endif
|
||||
|
||||
#ifdef GLINT
|
||||
varying vec2 layer1UV;
|
||||
varying vec2 layer2UV;
|
||||
varying vec4 tileLightColor;
|
||||
varying vec4 glintColor;
|
||||
#endif
|
||||
|
||||
const float AMBIENT = 0.45;
|
||||
|
||||
const float XFAC = -0.1;
|
||||
const float ZFAC = 0.1;
|
||||
|
||||
float lightIntensity() {
|
||||
#ifdef FANCY
|
||||
vec3 N = normalize( WORLD * NORMAL ).xyz;
|
||||
|
||||
N.y *= TILE_LIGHT_COLOR.w; //TILE_LIGHT_COLOR.w contains the direction of the light
|
||||
|
||||
//take care of double sided polygons on materials without culling
|
||||
#ifdef FLIP_BACKFACES
|
||||
vec3 viewDir = normalize((WORLD * POSITION).xyz);
|
||||
if( dot(N, viewDir) > 0.0 )
|
||||
N *= -1.0;
|
||||
#endif
|
||||
|
||||
float yLight = (1.0+N.y) * 0.5;
|
||||
return yLight * (1.0-AMBIENT) + N.x*N.x * XFAC + N.z*N.z * ZFAC + AMBIENT;
|
||||
#else
|
||||
return 1.0;
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef GLINT
|
||||
vec2 calculateLayerUV(float offset, float rotation) {
|
||||
vec2 uv = TEXCOORD_0;
|
||||
uv -= 0.5;
|
||||
float rsin = sin(rotation);
|
||||
float rcos = cos(rotation);
|
||||
uv = mat2(rcos, -rsin, rsin, rcos) * uv;
|
||||
uv.x += offset;
|
||||
uv += 0.5;
|
||||
|
||||
return uv * GLINT_UV_SCALE;
|
||||
}
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
POS4 pos = WORLDVIEWPROJ * POSITION;
|
||||
gl_Position = pos;
|
||||
|
||||
float L = lightIntensity();
|
||||
|
||||
#ifdef USE_OVERLAY
|
||||
L += OVERLAY_COLOR.a * 0.35;
|
||||
overlayColor = OVERLAY_COLOR;
|
||||
#endif
|
||||
|
||||
#if defined(USE_COLOR_MASK) || defined(ITEM_IN_HAND) || defined(COLOR_SECOND_TEXTURE)
|
||||
changeColor = CHANGE_COLOR;
|
||||
#endif
|
||||
|
||||
light = vec4(vec3(L) * TILE_LIGHT_COLOR.xyz, 1.0);
|
||||
|
||||
#ifdef COLOR_BASED
|
||||
light *= COLOR;
|
||||
#endif
|
||||
|
||||
#ifndef NO_TEXTURE
|
||||
uv = TEXCOORD_0;
|
||||
#endif
|
||||
|
||||
#ifdef USE_UV_ANIM
|
||||
uv.xy += UV_ANIM.xy;
|
||||
#endif
|
||||
|
||||
#ifdef GLINT
|
||||
glintColor = GLINT_COLOR;
|
||||
layer1UV = calculateLayerUV(UV_OFFSET.x, UV_ROTATION.x);
|
||||
layer2UV = calculateLayerUV(UV_OFFSET.y, UV_ROTATION.y);
|
||||
tileLightColor = TILE_LIGHT_COLOR;
|
||||
#endif
|
||||
|
||||
|
||||
//fog
|
||||
fogColor.rgb = FOG_COLOR.rgb;
|
||||
// fogColor.a = clamp(((pos.z / RENDER_DISTANCE) - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
|
||||
fogColor.a = clamp(((length((WORLD * POSITION).xyz) / RENDER_DISTANCE) - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
|
||||
}
|
||||
Reference in new issue
Block a user