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authorEric Anholt <eric@anholt.net>2013-04-09 11:24:50 -0700
committerEric Anholt <eric@anholt.net>2013-04-09 11:24:50 -0700
commit08dc04697010faa80a949200577cae01ffb27202 (patch)
tree853f21ea7676a63723bfbd5bd160eee1e9677e6b
parent558ac050d031199864105ab7906e6cc6d62509fc (diff)
Update 0 A.D. shaders.
-rw-r--r--shaders/0ad/12.shader_test360
-rw-r--r--shaders/0ad/3.shader_test17
-rw-r--r--shaders/0ad/6.shader_test21
-rw-r--r--shaders/0ad/9.shader_test81
-rw-r--r--shaders/0ad/water_high.frag68
-rw-r--r--shaders/0ad/water_high.vert22
6 files changed, 479 insertions, 90 deletions
diff --git a/shaders/0ad/12.shader_test b/shaders/0ad/12.shader_test
new file mode 100644
index 0000000..bb8ae0d
--- /dev/null
+++ b/shaders/0ad/12.shader_test
@@ -0,0 +1,360 @@
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 110
+
+uniform vec3 ambient;
+uniform vec3 sunDir;
+uniform vec3 sunColor;
+uniform vec3 cameraPos;
+uniform sampler2D losMap;
+uniform float shininess;
+uniform float specularStrength;
+uniform float waviness;
+uniform vec3 tint;
+uniform float murkiness;
+uniform vec3 reflectionTint;
+uniform float reflectionTintStrength;
+uniform vec3 color;
+
+uniform vec3 fogColor;
+uniform vec2 fogParams;
+
+uniform vec2 screenSize;
+uniform float time;
+
+varying vec3 worldPos;
+varying float waterDepth;
+
+uniform sampler2D normalMap;
+uniform sampler2D normalMap2;
+
+
+ uniform sampler2D reflectionMap;
+
+
+ uniform sampler2D refractionMap;
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+vec3 get_fog(vec3 color)
+{
+ float density = fogParams.x;
+ float maxFog = fogParams.y;
+
+ const float LOG2 = 1.442695;
+ float z = gl_FragCoord.z / gl_FragCoord.w;
+ float fogFactor = exp2(-density * density * z * z * LOG2);
+
+ fogFactor = fogFactor * (1.0 - maxFog) + maxFog;
+
+ fogFactor = clamp(fogFactor, 0.0, 1.0);
+
+ return mix(fogColor, color, fogFactor);
+}
+
+void main()
+{
+
+
+
+
+
+
+ vec3 n, l, h, v;
+ float ndotl, ndoth, ndotv;
+ float fresnel;
+ float t;
+ vec2 reflCoords, refrCoords;
+ vec3 reflColor, refrColor, specular;
+ float losMod;
+
+ float wavyFactor = waviness * 0.125;
+
+
+ vec3 ww = texture2D(normalMap, (gl_TexCoord[0].st) * mix(2.0,0.8,waviness/10.0) +gl_TexCoord[0].zw).xzy;
+
+
+ vec3 ww2 = texture2D(normalMap2, (gl_TexCoord[0].st) * mix(2.0,0.8,waviness/10.0) +gl_TexCoord[0].zw).xzy;
+ ww = mix(ww, ww2, mod(time * 60.0, 8.0) / 8.0);
+
+
+
+
+
+
+ n = normalize(ww - vec3(0.5, 0.5, 0.5));
+
+ n = mix(vec3(0.0,1.0,0.0),n,wavyFactor);
+
+
+
+
+ l = -sunDir;
+ v = normalize(cameraPos - worldPos);
+ h = normalize(l + v);
+
+ ndotl = (dot(n, l) + 1.0)/2.0;
+ ndoth = dot(n, h);
+ ndotv = dot(n, v);
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+ float distoFactor = clamp((waterDepth/v.y)/4.0,0.0,7.0);
+
+
+ fresnel = pow(1.05 - ndotv, 1.3333);
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+ refrCoords = clamp( (0.5*gl_TexCoord[2].xy - n.xz * distoFactor) / gl_TexCoord[2].w + 0.5,0.0,1.0);
+
+ float perceivedDepth = waterDepth / v.y;
+ vec3 refColor = texture2D(refractionMap, refrCoords).rgb;
+ float luminance = (1.0 - clamp((perceivedDepth/mix(300.0,1.0, pow(murkiness,0.2) )), 0.0, 1.0));
+ float colorExtinction = clamp(perceivedDepth*murkiness/5.0,0.0,1.0);
+ refrColor = (0.5 + 0.5*ndotl) * mix(color,mix(refColor,refColor*tint,colorExtinction),luminance*luminance);
+
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+ reflCoords = clamp( (0.5*gl_TexCoord[1].xy + 10.0*n.xz) / gl_TexCoord[1].w + 0.5,0.0,1.0);
+ reflColor = mix(texture2D(reflectionMap, reflCoords).rgb, sunColor * reflectionTint, reflectionTintStrength);
+
+
+
+
+
+ specular = pow(ndoth, shininess) * sunColor * specularStrength;
+
+ losMod = texture2D(losMap, gl_TexCoord[3].st).a;
+ losMod = losMod < 0.03 ? 0.0 : losMod;
+
+ vec3 colour;
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+ colour = mix(refrColor + fresnel*specular, reflColor + fresnel*specular, fresnel);
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+ colour = mix(texture2D(refractionMap, (0.5*gl_TexCoord[2].xy) / gl_TexCoord[2].w + 0.5).rgb ,colour, clamp(perceivedDepth,0.0,1.0));
+
+
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+ gl_FragColor.rgb = get_fog(colour) * losMod;
+
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+ t = 30.0 * max(0.0, 0.9 - v.y);
+ float alpha = clamp(0.15 * waterDepth * (1.2 + t + fresnel),0.0,1.0);
+
+
+
+ gl_FragColor.a = alpha;
+
+
+}
+
+TIMER| common/setup.xml: 791.83 us
+TIMER| common/styles.xml: 53.064 us
+TIMER| common/sprite1.xml: 2.03779 ms
+TIMER| common/icon_sprites.xml: 122.018 us
+TIMER| common/common_sprites.xml: 1.89583 ms
+TIMER| common/common_styles.xml: 205.949 us
+TIMER| session/sprites.xml: 2.32971 ms
+TIMER| session/setup.xml: 82.104 us
+TIMER| session/styles.xml: 207.038 us
+TIMER| session/session.xml: 69.6939 ms
+TIMER| common/global.xml: 1.1758 ms
+GAME STARTED, ALL INIT COMPLETE
+Using Xcursor to sys_cursor_create 32 x 32 cursor
+
+[vertex shader]
+#version 110
+
+uniform mat4 reflectionMatrix;
+uniform mat4 refractionMatrix;
+uniform mat4 losMatrix;
+uniform mat4 shadowTransform;
+uniform float repeatScale;
+uniform vec2 translation;
+uniform float waviness;
+
+
+
+
+
+uniform float time;
+uniform float mapSize;
+
+varying vec3 worldPos;
+varying float waterDepth;
+
+
+
+attribute vec3 a_vertex;
+attribute vec4 a_encodedDepth;
+
+void main()
+{
+ worldPos = a_vertex;
+ waterDepth = dot(a_encodedDepth.xyz, vec3(255.0, -255.0, 1.0));
+
+ gl_TexCoord[0] = vec4(a_vertex.xz*repeatScale,translation);
+ gl_TexCoord[1] = reflectionMatrix * vec4(a_vertex, 1.0);
+ gl_TexCoord[2] = refractionMatrix * vec4(a_vertex, 1.0);
+ gl_TexCoord[3] = losMatrix * vec4(a_vertex, 1.0);
+
+ gl_TexCoord[3].zw = vec2(a_vertex.xz)/mapSize;
+
+
+
+
+
+
+
+
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(a_vertex, 1.0);
+}
+
diff --git a/shaders/0ad/3.shader_test b/shaders/0ad/3.shader_test
new file mode 100644
index 0000000..30ba541
--- /dev/null
+++ b/shaders/0ad/3.shader_test
@@ -0,0 +1,17 @@
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+uniform vec4 color;
+void main()
+{
+ gl_FragColor = color;
+}
+
+[vertex shader]
+attribute vec4 position;
+void main()
+{
+ gl_Position = position;
+}
+
diff --git a/shaders/0ad/6.shader_test b/shaders/0ad/6.shader_test
new file mode 100644
index 0000000..2bdc44d
--- /dev/null
+++ b/shaders/0ad/6.shader_test
@@ -0,0 +1,21 @@
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
+uniform ivec4 color;
+out ivec4 out_color;
+
+void main()
+{
+ out_color = color;
+}
+
+[vertex shader]
+#version 130
+in vec4 position;
+void main()
+{
+ gl_Position = position;
+}
+
diff --git a/shaders/0ad/9.shader_test b/shaders/0ad/9.shader_test
new file mode 100644
index 0000000..b1f4165
--- /dev/null
+++ b/shaders/0ad/9.shader_test
@@ -0,0 +1,81 @@
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 110
+
+uniform sampler2D waveTex;
+uniform sampler2D infoTex;
+
+uniform float time;
+uniform float waviness;
+
+void main()
+{
+ vec3 color = texture2D(waveTex, gl_TexCoord[0].st * vec2(2.0,4.0) - vec2(0.0,0.5 + time/5.0)).rgb;
+ float split = abs(gl_TexCoord[0].x - 0.5);
+ split = 0.48 - split;
+ split *= 3.0;
+ split = min(1.0,split);
+
+ float opac = split*min(1.0, gl_TexCoord[0].y);
+ opac *= 1.0 - max(0.0,gl_TexCoord[0].y-0.9)*10.0;
+ color = mix(vec3(0.5,0.5,1.0),color, opac);
+
+ gl_FragColor.rgb = mix(vec3(0.5,0.5,1.0), color, clamp(texture2D(infoTex,gl_TexCoord[0].zw).r,0.4,1.0));
+
+ gl_FragColor.a = 1.0;
+}
+
+
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+
+
+
+[vertex shader]
+#version 110
+
+attribute vec3 a_vertex;
+attribute vec2 a_uv0;
+
+uniform float mapSize;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(a_vertex, 1.0);
+ gl_TexCoord[0].st = a_uv0;
+ gl_TexCoord[0].zw = vec2(a_vertex.xz)/mapSize;
+}
+
diff --git a/shaders/0ad/water_high.frag b/shaders/0ad/water_high.frag
deleted file mode 100644
index 865ff68..0000000
--- a/shaders/0ad/water_high.frag
+++ /dev/null
@@ -1,68 +0,0 @@
-uniform vec3 ambient;
-uniform vec3 sunDir;
-uniform vec3 sunColor;
-uniform vec3 cameraPos;
-uniform sampler2D normalMap;
-uniform sampler2D reflectionMap;
-uniform sampler2D refractionMap;
-uniform sampler2D losMap;
-uniform float shininess; // Blinn-Phong specular strength
-uniform float specularStrength; // Scaling for specular reflection (specular color is (this,this,this))
-uniform float waviness; // "Wildness" of the reflections and refractions; choose based on texture
-uniform vec3 tint; // Tint for refraction (used to simulate particles in water)
-uniform float murkiness; // Amount of tint to blend in with the refracted colour
-uniform float fullDepth; // Depth at which to use full murkiness (shallower water will be clearer)
-uniform vec3 reflectionTint; // Tint for reflection (used for really muddy water)
-uniform float reflectionTintStrength; // Strength of reflection tint (how much of it to mix in)
-
-varying vec3 worldPos;
-varying float w;
-varying float waterDepth;
-
-void main()
-{
- vec3 n, l, h, v; // Normal, light vector, half-vector and view vector (vector to eye)
- float ndotl, ndoth, ndotv;
- float fresnel;
- float myMurkiness; // Murkiness and tint at this pixel (tweaked based on lighting and depth)
- float t; // Temporary variable
- vec2 reflCoords, refrCoords;
- vec3 reflColor, refrColor, specular;
- float losMod;
-
- n = normalize(texture2D(normalMap, gl_TexCoord[0].st).xzy - vec3(0.5, 0.5, 0.5));
- l = -sunDir;
- v = normalize(cameraPos - worldPos);
- h = normalize(l + v);
-
- ndotl = dot(n, l);
- ndoth = dot(n, h);
- ndotv = dot(n, v);
-
- myMurkiness = murkiness * min(waterDepth / fullDepth, 1.0);
-
- fresnel = pow(1.0 - ndotv, 0.8); // A rather random Fresnel approximation
-
- refrCoords = 0.5 * (gl_TexCoord[2].xy / gl_TexCoord[2].w) + 0.5; // Unbias texture coords
- refrCoords -= 0.8 * waviness * n.xz / w; // Refractions can be slightly less wavy
-
- reflCoords = 0.5 * (gl_TexCoord[1].xy / gl_TexCoord[1].w) + 0.5; // Unbias texture coords
- reflCoords += waviness * n.xz / w;
-
- reflColor = mix(texture2D(reflectionMap, reflCoords).rgb, sunColor * reflectionTint,
- reflectionTintStrength);
-
- refrColor = (0.5 + 0.5*ndotl) * mix(texture2D(refractionMap, refrCoords).rgb, sunColor * tint,
- myMurkiness);
-
- specular = pow(max(0.0, ndoth), shininess) * sunColor * specularStrength;
-
- losMod = texture2D(losMap, gl_TexCoord[3].st).a;
-
- gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel) * losMod;
-
- // Make alpha vary based on both depth (so it blends with the shore) and view angle (make it
- // become opaque faster at lower view angles so we can't look "underneath" the water plane)
- t = 18.0 * max(0.0, 0.7 - v.y);
- gl_FragColor.a = 0.15 * waterDepth * (1.2 + t + fresnel);
-}
diff --git a/shaders/0ad/water_high.vert b/shaders/0ad/water_high.vert
deleted file mode 100644
index ec972f2..0000000
--- a/shaders/0ad/water_high.vert
+++ /dev/null
@@ -1,22 +0,0 @@
-uniform mat4 reflectionMatrix;
-uniform mat4 refractionMatrix;
-uniform mat4 losMatrix;
-uniform vec4 translation;
-
-attribute float vertexDepth;
-
-varying vec3 worldPos;
-varying float w;
-varying float waterDepth;
-
-void main()
-{
- worldPos = gl_Vertex.xyz;
- waterDepth = vertexDepth;
- gl_TexCoord[0] = gl_MultiTexCoord0 + translation;
- gl_TexCoord[1] = reflectionMatrix * gl_Vertex; // projective texturing
- gl_TexCoord[2] = reflectionMatrix * gl_Vertex;
- gl_TexCoord[3] = losMatrix * gl_Vertex;
- w = gl_TexCoord[1].w;
- gl_Position = ftransform();
-}