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authorEric Anholt <eric@anholt.net>2013-03-22 17:36:16 -0700
committerEric Anholt <eric@anholt.net>2013-03-22 17:37:02 -0700
commit4bbd5dab2a3f2442b21fe6937ccad5b6ed5a2285 (patch)
treef377f039dc30c7422c56277d45ddd7f8fb07826a
parent3db77a1625bab9ceda10f5fa66e38bbc0e42393f (diff)
humus: Replace with shader_test files.
-rw-r--r--shaders/humus-celshading/1.frag17
-rw-r--r--shaders/humus-celshading/1.shader_test59
-rw-r--r--shaders/humus-celshading/1.vert18
-rw-r--r--shaders/humus-celshading/12.shader_test22
-rw-r--r--shaders/humus-celshading/2.frag11
-rw-r--r--shaders/humus-celshading/3.frag6
-rw-r--r--shaders/humus-celshading/3.vert6
-rw-r--r--shaders/humus-celshading/4.shader_test (renamed from shaders/humus-celshading/2.vert)54
-rw-r--r--shaders/humus-celshading/9.shader_test17
-rw-r--r--shaders/humus-domino/1.shader_test (renamed from shaders/humus-domino/1.frag)113
-rw-r--r--shaders/humus-domino/1.vert19
-rw-r--r--shaders/humus-domino/12.shader_test22
-rw-r--r--shaders/humus-domino/2.frag36
-rw-r--r--shaders/humus-domino/3.frag6
-rw-r--r--shaders/humus-domino/3.vert6
-rw-r--r--shaders/humus-domino/4.shader_test (renamed from shaders/humus-domino/2.vert)125
-rw-r--r--shaders/humus-domino/9.shader_test17
-rw-r--r--shaders/humus-dynamicbranching/1.frag32
-rw-r--r--shaders/humus-dynamicbranching/1.shader_test90
-rw-r--r--shaders/humus-dynamicbranching/1.vert29
-rw-r--r--shaders/humus-dynamicbranching/10.shader_test (renamed from shaders/humus-dynamicbranching/6.frag)242
-rw-r--r--shaders/humus-dynamicbranching/10.vert38
-rw-r--r--shaders/humus-dynamicbranching/11.vert39
-rw-r--r--shaders/humus-dynamicbranching/12.frag10
-rw-r--r--shaders/humus-dynamicbranching/13.frag6
-rw-r--r--shaders/humus-dynamicbranching/13.shader_test (renamed from shaders/humus-dynamicbranching/5.frag)244
-rw-r--r--shaders/humus-dynamicbranching/13.vert6
-rw-r--r--shaders/humus-dynamicbranching/16.shader_test (renamed from shaders/humus-dynamicbranching/7.frag)245
-rw-r--r--shaders/humus-dynamicbranching/19.shader_test (renamed from shaders/humus-dynamicbranching/4.frag)240
-rw-r--r--shaders/humus-dynamicbranching/2.frag33
-rw-r--r--shaders/humus-dynamicbranching/2.vert30
-rw-r--r--shaders/humus-dynamicbranching/22.shader_test (renamed from shaders/humus-dynamicbranching/10.frag)191
-rw-r--r--shaders/humus-dynamicbranching/25.shader_test (renamed from shaders/humus-dynamicbranching/9.frag)191
-rw-r--r--shaders/humus-dynamicbranching/28.shader_test (renamed from shaders/humus-dynamicbranching/8.frag)192
-rw-r--r--shaders/humus-dynamicbranching/3.frag12
-rw-r--r--shaders/humus-dynamicbranching/3.vert14
-rw-r--r--shaders/humus-dynamicbranching/31.shader_test (renamed from shaders/humus-dynamicbranching/11.frag)174
-rw-r--r--shaders/humus-dynamicbranching/34.shader_test (renamed from shaders/humus-dynamicbranching/12.vert)46
-rw-r--r--shaders/humus-dynamicbranching/4.shader_test77
-rw-r--r--shaders/humus-dynamicbranching/4.vert45
-rw-r--r--shaders/humus-dynamicbranching/5.vert46
-rw-r--r--shaders/humus-dynamicbranching/6.vert46
-rw-r--r--shaders/humus-dynamicbranching/7.shader_test68
-rw-r--r--shaders/humus-dynamicbranching/7.vert47
-rw-r--r--shaders/humus-dynamicbranching/8.vert37
-rw-r--r--shaders/humus-dynamicbranching/9.vert38
-rw-r--r--shaders/humus-hdr/1.shader_test (renamed from shaders/humus-hdr/1.frag)122
-rw-r--r--shaders/humus-hdr/1.vert37
-rw-r--r--shaders/humus-hdr/10.shader_test63
-rw-r--r--shaders/humus-hdr/13.shader_test (renamed from shaders/humus-hdr/5.frag)70
-rw-r--r--shaders/humus-hdr/2.vert15
-rw-r--r--shaders/humus-hdr/3.frag26
-rw-r--r--shaders/humus-hdr/3.vert26
-rw-r--r--shaders/humus-hdr/4.frag22
-rw-r--r--shaders/humus-hdr/4.shader_test (renamed from shaders/humus-hdr/2.frag)79
-rw-r--r--shaders/humus-hdr/4.vert25
-rw-r--r--shaders/humus-hdr/5.vert16
-rw-r--r--shaders/humus-hdr/6.frag6
-rw-r--r--shaders/humus-hdr/6.vert6
-rw-r--r--shaders/humus-hdr/7.shader_test77
-rw-r--r--shaders/humus-portals/1.shader_test (renamed from shaders/humus-portals/1.frag)92
-rw-r--r--shaders/humus-portals/1.vert30
-rw-r--r--shaders/humus-portals/2.frag6
-rw-r--r--shaders/humus-portals/2.vert6
-rw-r--r--shaders/humus-raytracedshadows/1.frag25
-rw-r--r--shaders/humus-raytracedshadows/1.vert32
-rw-r--r--shaders/humus-raytracedshadows/2.frag20
-rw-r--r--shaders/humus-raytracedshadows/2.vert30
-rw-r--r--shaders/humus-raytracedshadows/3.frag15
-rw-r--r--shaders/humus-raytracedshadows/3.vert16
-rw-r--r--shaders/humus-raytracedshadows/4.frag22
-rw-r--r--shaders/humus-raytracedshadows/4.vert29
-rw-r--r--shaders/humus-raytracedshadows/5.frag16
-rw-r--r--shaders/humus-raytracedshadows/5.vert26
-rw-r--r--shaders/humus-raytracedshadows/6.frag6
-rw-r--r--shaders/humus-raytracedshadows/6.vert6
-rw-r--r--shaders/humus-volumetricfogging2/1.shader_test (renamed from shaders/humus-volumetricfogging2/1.frag)227
-rw-r--r--shaders/humus-volumetricfogging2/1.vert55
-rw-r--r--shaders/humus-volumetricfogging2/12.shader_test22
-rw-r--r--shaders/humus-volumetricfogging2/2.frag8
-rw-r--r--shaders/humus-volumetricfogging2/2.vert12
-rw-r--r--shaders/humus-volumetricfogging2/3.frag6
-rw-r--r--shaders/humus-volumetricfogging2/3.vert6
-rw-r--r--shaders/humus-volumetricfogging2/4.shader_test25
-rw-r--r--shaders/humus-volumetricfogging2/9.shader_test17
85 files changed, 2394 insertions, 2013 deletions
diff --git a/shaders/humus-celshading/1.frag b/shaders/humus-celshading/1.frag
deleted file mode 100644
index 1b58efc..0000000
--- a/shaders/humus-celshading/1.frag
+++ /dev/null
@@ -1,17 +0,0 @@
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 14
-
-
-uniform sampler1D CelShade;
-
-varying vec3 lVec;
-varying vec3 norm;
-
-void main(){
- vec3 lightVec = normalize(lVec);
- float diffuse = dot(lightVec, norm);
-
- gl_FragColor = texture1D(CelShade, diffuse);
-}
-
diff --git a/shaders/humus-celshading/1.shader_test b/shaders/humus-celshading/1.shader_test
new file mode 100644
index 0000000..72ae781
--- /dev/null
+++ b/shaders/humus-celshading/1.shader_test
@@ -0,0 +1,59 @@
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#line 14
+
+
+uniform sampler1D CelShade;
+
+varying vec3 lVec;
+varying vec3 norm;
+
+void main(){
+ vec3 lightVec = normalize(lVec);
+ float diffuse = dot(lightVec, norm);
+
+ gl_FragColor = texture1D(CelShade, diffuse);
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#line 0
+
+
+uniform vec3 lightPos;
+
+varying vec3 lVec;
+varying vec3 norm;
+
+void main(){
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ lVec = lightPos - gl_Vertex.xyz;
+ norm = gl_Normal;
+}
+
+
diff --git a/shaders/humus-celshading/1.vert b/shaders/humus-celshading/1.vert
deleted file mode 100644
index fb28d3b..0000000
--- a/shaders/humus-celshading/1.vert
+++ /dev/null
@@ -1,18 +0,0 @@
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 0
-
-
-uniform vec3 lightPos;
-
-varying vec3 lVec;
-varying vec3 norm;
-
-void main(){
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- lVec = lightPos - gl_Vertex.xyz;
- norm = gl_Normal;
-}
-
-
diff --git a/shaders/humus-celshading/12.shader_test b/shaders/humus-celshading/12.shader_test
new file mode 100644
index 0000000..7497b6b
--- /dev/null
+++ b/shaders/humus-celshading/12.shader_test
@@ -0,0 +1,22 @@
+[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/humus-celshading/2.frag b/shaders/humus-celshading/2.frag
deleted file mode 100644
index 97bf6df..0000000
--- a/shaders/humus-celshading/2.frag
+++ /dev/null
@@ -1,11 +0,0 @@
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 19
-
-
-varying vec3 norm;
-
-void main(){
- gl_FragColor = vec4(0.0);
-}
-
diff --git a/shaders/humus-celshading/3.frag b/shaders/humus-celshading/3.frag
deleted file mode 100644
index 4c72c26..0000000
--- a/shaders/humus-celshading/3.frag
+++ /dev/null
@@ -1,6 +0,0 @@
-uniform vec4 color;
-void main()
-{
- gl_FragColor = color;
-}
-
diff --git a/shaders/humus-celshading/3.vert b/shaders/humus-celshading/3.vert
deleted file mode 100644
index b081d0f..0000000
--- a/shaders/humus-celshading/3.vert
+++ /dev/null
@@ -1,6 +0,0 @@
-attribute vec4 position;
-void main()
-{
- gl_Position = position;
-}
-
diff --git a/shaders/humus-celshading/2.vert b/shaders/humus-celshading/4.shader_test
index 63c2205..5aefdcc 100644
--- a/shaders/humus-celshading/2.vert
+++ b/shaders/humus-celshading/4.shader_test
@@ -1,23 +1,39 @@
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#line 19
+
+
+varying vec3 norm;
+
+void main(){
+ gl_FragColor = vec4(0.0);
+}
+
+[vertex shader]
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
#line 0
-
-
-uniform vec3 camPos;
-uniform float outlineThreshold;
-uniform float edgeThreshold;
-
-varying vec3 norm;
-
-void main(){
- vec4 pos = gl_Vertex;
- vec3 dir = camPos - gl_Vertex.xyz;
-
- pos.w = float(
- dot(dir, gl_MultiTexCoord0.xyz) * dot(dir, gl_MultiTexCoord1.xyz) < outlineThreshold ||
- dot(gl_MultiTexCoord0.xyz, gl_MultiTexCoord1.xyz) < edgeThreshold);
-
- gl_Position = gl_ModelViewProjectionMatrix * pos;
-}
-
+
+
+uniform vec3 camPos;
+uniform float outlineThreshold;
+uniform float edgeThreshold;
+
+varying vec3 norm;
+
+void main(){
+ vec4 pos = gl_Vertex;
+ vec3 dir = camPos - gl_Vertex.xyz;
+
+ pos.w = float(
+ dot(dir, gl_MultiTexCoord0.xyz) * dot(dir, gl_MultiTexCoord1.xyz) < outlineThreshold ||
+ dot(gl_MultiTexCoord0.xyz, gl_MultiTexCoord1.xyz) < edgeThreshold);
+
+ gl_Position = gl_ModelViewProjectionMatrix * pos;
+}
+
diff --git a/shaders/humus-celshading/9.shader_test b/shaders/humus-celshading/9.shader_test
new file mode 100644
index 0000000..30ba541
--- /dev/null
+++ b/shaders/humus-celshading/9.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/humus-domino/1.frag b/shaders/humus-domino/1.shader_test
index af0fff3..a80d525 100644
--- a/shaders/humus-domino/1.frag
+++ b/shaders/humus-domino/1.shader_test
@@ -1,28 +1,93 @@
-#version 120
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
#line 18
-uniform sampler2D Base;
-uniform sampler2D Bump;
-
-uniform float fade;
-
-varying vec2 texCoord;
-varying vec3 lVec;
-
-void main(){
- vec3 lightVec = normalize(lVec);
- vec3 viewVec = lightVec;
-
- float atten = saturate(1.0 / (1.0 + dot(lVec, lVec)) - 0.1);
-
- vec4 base = texture2D(Base, texCoord);
- vec3 bump = texture2D(Bump, texCoord).xyz;
- vec3 normal = normalize(bump * 2.0 - 1.0);
-
- float diffuse = saturate(dot(lightVec, normal));
- float specular = pow(diffuse, 16.0);
-
- gl_FragColor = fade * atten * ((diffuse * 0.7 + 0.3) * base + 0.5 * specular);
-}
+uniform sampler2D Base;
+uniform sampler2D Bump;
+
+uniform float fade;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+
+void main(){
+ vec3 lightVec = normalize(lVec);
+ vec3 viewVec = lightVec;
+
+ float atten = saturate(1.0 / (1.0 + dot(lVec, lVec)) - 0.1);
+
+ vec4 base = texture2D(Base, texCoord);
+ vec3 bump = texture2D(Bump, texCoord).xyz;
+ vec3 normal = normalize(bump * 2.0 - 1.0);
+
+ float diffuse = saturate(dot(lightVec, normal));
+ float specular = pow(diffuse, 16.0);
+
+ gl_FragColor = fade * atten * ((diffuse * 0.7 + 0.3) * base + 0.5 * specular);
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#line 2
+uniform vec3 camPos;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+
+void main(){
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ texCoord = gl_Vertex.xz * 0.0625;
+
+ lVec = 0.005 * (camPos - gl_Vertex.xyz).xzy;
+}
+
+
diff --git a/shaders/humus-domino/1.vert b/shaders/humus-domino/1.vert
deleted file mode 100644
index 4114202..0000000
--- a/shaders/humus-domino/1.vert
+++ /dev/null
@@ -1,19 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 2
-uniform vec3 camPos;
-
-varying vec2 texCoord;
-varying vec3 lVec;
-
-void main(){
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- texCoord = gl_Vertex.xz * 0.0625;
-
- lVec = 0.005 * (camPos - gl_Vertex.xyz).xzy;
-}
-
-
-
diff --git a/shaders/humus-domino/12.shader_test b/shaders/humus-domino/12.shader_test
new file mode 100644
index 0000000..7497b6b
--- /dev/null
+++ b/shaders/humus-domino/12.shader_test
@@ -0,0 +1,22 @@
+[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/humus-domino/2.frag b/shaders/humus-domino/2.frag
deleted file mode 100644
index 61ffb92..0000000
--- a/shaders/humus-domino/2.frag
+++ /dev/null
@@ -1,36 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#define BATCH_INSTANCES 64
-#line 45
-uniform sampler3D Noise;
-
-uniform float fade;
-
-varying vec3 texCoord;
-varying vec3 normal;
-varying vec3 lVec;
-
-void main(){
- vec3 lightVec = normalize(lVec);
- vec3 viewVec = lightVec;
-
- float atten = saturate(1.0 / (1.0 + dot(lVec, lVec)) - 0.1);
-
- vec4 darkWood = vec4(0.09, 0.04, 0.01, 1.0);
- vec4 liteWood = vec4(0.92, 0.51, 0.13, 1.0);
-
- float rings = fract(texture3D(Noise, texCoord * 0.15, 1.0).x * 4.0);
- rings *= 4.0 * (1.0 - rings);
- rings *= rings;
-
- float n = texture3D(Noise, texCoord).x;
-
- vec4 base = lerp(darkWood, liteWood, rings + n);
-
- float diffuse = saturate(dot(lightVec, normal));
- float specular = pow(diffuse, 64.0);
-
- gl_FragColor = fade * atten * ((diffuse * 0.8 + 0.2) * base + 0.4 * specular);
-}
-
diff --git a/shaders/humus-domino/3.frag b/shaders/humus-domino/3.frag
deleted file mode 100644
index 4c72c26..0000000
--- a/shaders/humus-domino/3.frag
+++ /dev/null
@@ -1,6 +0,0 @@
-uniform vec4 color;
-void main()
-{
- gl_FragColor = color;
-}
-
diff --git a/shaders/humus-domino/3.vert b/shaders/humus-domino/3.vert
deleted file mode 100644
index b081d0f..0000000
--- a/shaders/humus-domino/3.vert
+++ /dev/null
@@ -1,6 +0,0 @@
-attribute vec4 position;
-void main()
-{
- gl_Position = position;
-}
-
diff --git a/shaders/humus-domino/2.vert b/shaders/humus-domino/4.shader_test
index df4b21d..4de43c5 100644
--- a/shaders/humus-domino/2.vert
+++ b/shaders/humus-domino/4.shader_test
@@ -1,47 +1,88 @@
-#version 120
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#define BATCH_INSTANCES 64
+#line 45
+uniform sampler3D Noise;
+
+uniform float fade;
+
+varying vec3 texCoord;
+varying vec3 normal;
+varying vec3 lVec;
+
+void main(){
+ vec3 lightVec = normalize(lVec);
+ vec3 viewVec = lightVec;
+
+ float atten = saturate(1.0 / (1.0 + dot(lVec, lVec)) - 0.1);
+
+ vec4 darkWood = vec4(0.09, 0.04, 0.01, 1.0);
+ vec4 liteWood = vec4(0.92, 0.51, 0.13, 1.0);
+
+ float rings = fract(texture3D(Noise, texCoord * 0.15, 1.0).x * 4.0);
+ rings *= 4.0 * (1.0 - rings);
+ rings *= rings;
+
+ float n = texture3D(Noise, texCoord).x;
+
+ vec4 base = lerp(darkWood, liteWood, rings + n);
+
+ float diffuse = saturate(dot(lightVec, normal));
+ float specular = pow(diffuse, 64.0);
+
+ gl_FragColor = fade * atten * ((diffuse * 0.8 + 0.2) * base + 0.4 * specular);
+}
+
+[vertex shader]
+#version 130
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
#define BATCH_INSTANCES 64
#line 2
-uniform vec3 camPos;
-
-void rotate(const vec2 sc, inout vec2 pos){
- pos.xy = vec2(dot(pos, sc), dot(pos, vec2(-sc.y, sc.x)));
-}
-
-varying vec3 texCoord;
-varying vec3 normal;
-varying vec3 lVec;
-
-uniform vec4 attribs[BATCH_INSTANCES];
-uniform float time;
-
-uniform float fallAngle;
-
-void main(){
- vec4 attrib = attribs[int(gl_MultiTexCoord0.x)];
-
- float a = saturate(time - attrib.w);
- a = fallAngle * pow(a, 0.8);
-
- vec2 scA = vec2(cos(a), sin(a));
- vec2 scB = vec2(cos(-attrib.z), sin(-attrib.z));
-
- vec4 position = gl_Vertex;
- normal = gl_Normal;
- rotate(scA, position.xy);
- rotate(scA, normal.xy);
- rotate(scB, position.xz);
- rotate(scB, normal.xz);
-
- position.xz += attrib.xy;
-
- gl_Position = gl_ModelViewProjectionMatrix * position;
-
- texCoord = gl_Vertex.xyz * 0.283 + attrib.w * vec3(7.243, 2.6783, 9.4921);
-
- lVec = 0.005 * (camPos - position.xyz);
-}
-
-
+uniform vec3 camPos;
+
+void rotate(const vec2 sc, inout vec2 pos){
+ pos.xy = vec2(dot(pos, sc), dot(pos, vec2(-sc.y, sc.x)));
+}
+
+varying vec3 texCoord;
+varying vec3 normal;
+varying vec3 lVec;
+
+uniform vec4 attribs[BATCH_INSTANCES];
+uniform float time;
+
+uniform float fallAngle;
+
+void main(){
+ vec4 attrib = attribs[int(gl_MultiTexCoord0.x)];
+
+ float a = saturate(time - attrib.w);
+ a = fallAngle * pow(a, 0.8);
+
+ vec2 scA = vec2(cos(a), sin(a));
+ vec2 scB = vec2(cos(-attrib.z), sin(-attrib.z));
+
+ vec4 position = gl_Vertex;
+ normal = gl_Normal;
+ rotate(scA, position.xy);
+ rotate(scA, normal.xy);
+ rotate(scB, position.xz);
+ rotate(scB, normal.xz);
+
+ position.xz += attrib.xy;
+
+ gl_Position = gl_ModelViewProjectionMatrix * position;
+
+ texCoord = gl_Vertex.xyz * 0.283 + attrib.w * vec3(7.243, 2.6783, 9.4921);
+
+ lVec = 0.005 * (camPos - position.xyz);
+}
+
+
diff --git a/shaders/humus-domino/9.shader_test b/shaders/humus-domino/9.shader_test
new file mode 100644
index 0000000..30ba541
--- /dev/null
+++ b/shaders/humus-domino/9.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/humus-dynamicbranching/1.frag b/shaders/humus-dynamicbranching/1.frag
deleted file mode 100644
index e911164..0000000
--- a/shaders/humus-dynamicbranching/1.frag
+++ /dev/null
@@ -1,32 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 28
-uniform sampler2D Base;
-uniform sampler2D Bump;
-
-uniform vec2 plxCoeffs;
-uniform bool hasParallax;
-
-varying vec2 texCoord;
-varying vec3 vVec;
-
-void main(){
-
-#ifdef MULTIPASS
- vec3 viewVec = normalize(vVec);
-
- vec2 plxTexCoord = texCoord;
- if (hasParallax){
- float height = texture2D(Bump, texCoord).w;
- float offset = height * plxCoeffs.x + plxCoeffs.y;
- plxTexCoord += offset * viewVec.xy;
- }
-
- vec4 base = texture2D(Base, plxTexCoord);
-
- gl_FragColor = 0.1 * base;
-#endif
-
-}
-
diff --git a/shaders/humus-dynamicbranching/1.shader_test b/shaders/humus-dynamicbranching/1.shader_test
new file mode 100644
index 0000000..5d16bd7
--- /dev/null
+++ b/shaders/humus-dynamicbranching/1.shader_test
@@ -0,0 +1,90 @@
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#line 28
+uniform sampler2D Base;
+uniform sampler2D Bump;
+
+uniform vec2 plxCoeffs;
+uniform bool hasParallax;
+
+varying vec2 texCoord;
+varying vec3 vVec;
+
+void main(){
+
+#ifdef MULTIPASS
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec4 base = texture2D(Base, plxTexCoord);
+
+ gl_FragColor = 0.1 * base;
+#endif
+
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#line 2
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+uniform vec3 camPos;
+
+varying vec2 texCoord;
+varying vec3 vVec;
+
+void main(){
+ gl_Position = ftransform();
+
+#ifdef MULTIPASS
+ texCoord = textureCoord;
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+#endif
+}
+
+
+
diff --git a/shaders/humus-dynamicbranching/1.vert b/shaders/humus-dynamicbranching/1.vert
deleted file mode 100644
index df41037..0000000
--- a/shaders/humus-dynamicbranching/1.vert
+++ /dev/null
@@ -1,29 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 2
-attribute vec2 textureCoord;
-attribute vec3 tangent;
-attribute vec3 binormal;
-attribute vec3 normal;
-
-uniform vec3 camPos;
-
-varying vec2 texCoord;
-varying vec3 vVec;
-
-void main(){
- gl_Position = ftransform();
-
-#ifdef MULTIPASS
- texCoord = textureCoord;
-
- vec3 viewVec = camPos - gl_Vertex.xyz;
- vVec.x = dot(viewVec, tangent);
- vVec.y = dot(viewVec, binormal);
- vVec.z = dot(viewVec, normal);
-#endif
-}
-
-
-
diff --git a/shaders/humus-dynamicbranching/6.frag b/shaders/humus-dynamicbranching/10.shader_test
index 7059fc0..968b9f1 100644
--- a/shaders/humus-dynamicbranching/6.frag
+++ b/shaders/humus-dynamicbranching/10.shader_test
@@ -1,83 +1,169 @@
-#version 120
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
-#define SHADOWS
#define LIGHT_COUNT 3
#line 43
-uniform sampler2D Base;
-uniform sampler2D Bump;
-uniform samplerCube ShadowMap;
-
-uniform vec3 lightColor[LIGHT_COUNT];
-uniform vec2 plxCoeffs;
-
-uniform bool hasParallax;
-
-varying vec3 lVec[LIGHT_COUNT];
-varying vec2 texCoord;
-varying vec3 vVec;
-#ifdef SHADOWS
-varying vec3 shadowVec[LIGHT_COUNT];
-#endif
-
-void main(){
-// float atten[LIGHT_COUNT];
- vec3 atten;
- for (int i = 0; i < LIGHT_COUNT; i++){
- atten[i] = 1.0 - dot(lVec[i], lVec[i]);
- }
- atten = max(atten, 0.0);
-
-
- vec3 viewVec = normalize(vVec);
-
- vec2 plxTexCoord = texCoord;
- if (hasParallax){
- float height = texture2D(Bump, texCoord).w;
- float offset = height * plxCoeffs.x + plxCoeffs.y;
- plxTexCoord += offset * viewVec.xy;
- }
-
- vec3 base = texture2D(Base, plxTexCoord).rgb;
- vec3 lighting = 0.1 * base;
-
-#ifdef BRANCHING
- if (dot(atten, atten) > 0.0)
-#endif
- {
-
- vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
- bump = normalize(bump);
- vec3 reflVec = reflect(-viewVec, bump);
-
- for (int i = 0; i < LIGHT_COUNT; i++){
-#ifndef BRANCHING
- atten[i] *= float(lVec[i].z > 0.0);
-#else
- if (atten[i] > 0.0)
- if (lVec[i].z > 0.0)
-#endif
- {
-
-#ifdef SHADOWS
-# ifndef BRANCHING
- atten[i] *= float(length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i]);
-# else
- if (length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i])
-# endif
-#endif
- {
- vec3 lightVec = normalize(lVec[i]);
-
- float diffuse = saturate(dot(lightVec, bump));
- float specular = pow(saturate(dot(reflVec, lightVec)), 16.0);
-
- lighting += atten[i] * lightColor[i] * (diffuse * base + 0.6 * specular);
- }
- }
- }
- }
-
- gl_FragColor.rgb = lighting;
-}
+uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform samplerCube ShadowMap;
+
+uniform vec3 lightColor[LIGHT_COUNT];
+uniform vec2 plxCoeffs;
+
+uniform bool hasParallax;
+
+varying vec3 lVec[LIGHT_COUNT];
+varying vec2 texCoord;
+varying vec3 vVec;
+#ifdef SHADOWS
+varying vec3 shadowVec[LIGHT_COUNT];
+#endif
+
+void main(){
+// float atten[LIGHT_COUNT];
+ vec3 atten;
+ for (int i = 0; i < LIGHT_COUNT; i++){
+ atten[i] = 1.0 - dot(lVec[i], lVec[i]);
+ }
+ atten = max(atten, 0.0);
+
+
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec3 base = texture2D(Base, plxTexCoord).rgb;
+ vec3 lighting = 0.1 * base;
+
+#ifdef BRANCHING
+ if (dot(atten, atten) > 0.0)
+#endif
+ {
+
+ vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
+ bump = normalize(bump);
+ vec3 reflVec = reflect(-viewVec, bump);
+
+ for (int i = 0; i < LIGHT_COUNT; i++){
+#ifndef BRANCHING
+ atten[i] *= float(lVec[i].z > 0.0);
+#else
+ if (atten[i] > 0.0)
+ if (lVec[i].z > 0.0)
+#endif
+ {
+
+#ifdef SHADOWS
+# ifndef BRANCHING
+ atten[i] *= float(length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i]);
+# else
+ if (length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i])
+# endif
+#endif
+ {
+ vec3 lightVec = normalize(lVec[i]);
+
+ float diffuse = saturate(dot(lightVec, bump));
+ float specular = pow(saturate(dot(reflVec, lightVec)), 16.0);
+
+ lighting += atten[i] * lightColor[i] * (diffuse * base + 0.6 * specular);
+ }
+ }
+ }
+ }
+
+ gl_FragColor.rgb = lighting;
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#define LIGHT_COUNT 3
+#line 2
+uniform vec3 camPos;
+uniform vec3 lightPos[LIGHT_COUNT];
+uniform float invRadius[LIGHT_COUNT];
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec3 lVec[LIGHT_COUNT];
+varying vec2 texCoord;
+varying vec3 vVec;
+#ifdef SHADOWS
+varying vec3 shadowVec[LIGHT_COUNT];
+#endif
+
+void main(){
+ gl_Position = ftransform();
+
+ texCoord = textureCoord;
+
+ for (int i = 0; i < LIGHT_COUNT; i++){
+ vec3 lightVec = invRadius[i] * (lightPos[i] - gl_Vertex.xyz);
+
+#ifdef SHADOWS
+ shadowVec[i] = -lightVec;
+#endif
+ lVec[i].x = dot(lightVec, tangent);
+ lVec[i].y = dot(lightVec, binormal);
+ lVec[i].z = dot(lightVec, normal);
+ }
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
diff --git a/shaders/humus-dynamicbranching/10.vert b/shaders/humus-dynamicbranching/10.vert
deleted file mode 100644
index 8e1914b..0000000
--- a/shaders/humus-dynamicbranching/10.vert
+++ /dev/null
@@ -1,38 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#define SHADOWS
-#line 2
-uniform vec3 lightPos;
-uniform vec3 camPos;
-uniform float invRadius;
-
-attribute vec2 textureCoord;
-attribute vec3 tangent;
-attribute vec3 binormal;
-attribute vec3 normal;
-
-varying vec2 texCoord;
-varying vec3 lVec;
-varying vec3 vVec;
-varying vec3 shadowVec;
-
-void main(){
- gl_Position = ftransform();
-
- texCoord = textureCoord;
-
- vec3 lightVec = invRadius * (lightPos - gl_Vertex.xyz);
- shadowVec = -lightVec;
- lVec.x = dot(lightVec, tangent);
- lVec.y = dot(lightVec, binormal);
- lVec.z = dot(lightVec, normal);
-
- vec3 viewVec = camPos - gl_Vertex.xyz;
- vVec.x = dot(viewVec, tangent);
- vVec.y = dot(viewVec, binormal);
- vVec.z = dot(viewVec, normal);
-}
-
-
-
diff --git a/shaders/humus-dynamicbranching/11.vert b/shaders/humus-dynamicbranching/11.vert
deleted file mode 100644
index 2e20300..0000000
--- a/shaders/humus-dynamicbranching/11.vert
+++ /dev/null
@@ -1,39 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#define SHADOWS
-#define BRANCHING
-#line 2
-uniform vec3 lightPos;
-uniform vec3 camPos;
-uniform float invRadius;
-
-attribute vec2 textureCoord;
-attribute vec3 tangent;
-attribute vec3 binormal;
-attribute vec3 normal;
-
-varying vec2 texCoord;
-varying vec3 lVec;
-varying vec3 vVec;
-varying vec3 shadowVec;
-
-void main(){
- gl_Position = ftransform();
-
- texCoord = textureCoord;
-
- vec3 lightVec = invRadius * (lightPos - gl_Vertex.xyz);
- shadowVec = -lightVec;
- lVec.x = dot(lightVec, tangent);
- lVec.y = dot(lightVec, binormal);
- lVec.z = dot(lightVec, normal);
-
- vec3 viewVec = camPos - gl_Vertex.xyz;
- vVec.x = dot(viewVec, tangent);
- vVec.y = dot(viewVec, binormal);
- vVec.z = dot(viewVec, normal);
-}
-
-
-
diff --git a/shaders/humus-dynamicbranching/12.frag b/shaders/humus-dynamicbranching/12.frag
deleted file mode 100644
index c230815..0000000
--- a/shaders/humus-dynamicbranching/12.frag
+++ /dev/null
@@ -1,10 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 18
-varying vec3 lightVec;
-
-void main(){
- gl_FragColor = vec4(length(lightVec) + 0.005);
-}
-
diff --git a/shaders/humus-dynamicbranching/13.frag b/shaders/humus-dynamicbranching/13.frag
deleted file mode 100644
index 4c72c26..0000000
--- a/shaders/humus-dynamicbranching/13.frag
+++ /dev/null
@@ -1,6 +0,0 @@
-uniform vec4 color;
-void main()
-{
- gl_FragColor = color;
-}
-
diff --git a/shaders/humus-dynamicbranching/5.frag b/shaders/humus-dynamicbranching/13.shader_test
index c3027fc..d397d84 100644
--- a/shaders/humus-dynamicbranching/5.frag
+++ b/shaders/humus-dynamicbranching/13.shader_test
@@ -1,83 +1,173 @@
-#version 120
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
#define BRANCHING
#define LIGHT_COUNT 3
#line 43
-uniform sampler2D Base;
-uniform sampler2D Bump;
-uniform samplerCube ShadowMap;
-
-uniform vec3 lightColor[LIGHT_COUNT];
-uniform vec2 plxCoeffs;
-
-uniform bool hasParallax;
-
-varying vec3 lVec[LIGHT_COUNT];
-varying vec2 texCoord;
-varying vec3 vVec;
-#ifdef SHADOWS
-varying vec3 shadowVec[LIGHT_COUNT];
-#endif
-
-void main(){
-// float atten[LIGHT_COUNT];
- vec3 atten;
- for (int i = 0; i < LIGHT_COUNT; i++){
- atten[i] = 1.0 - dot(lVec[i], lVec[i]);
- }
- atten = max(atten, 0.0);
-
-
- vec3 viewVec = normalize(vVec);
-
- vec2 plxTexCoord = texCoord;
- if (hasParallax){
- float height = texture2D(Bump, texCoord).w;
- float offset = height * plxCoeffs.x + plxCoeffs.y;
- plxTexCoord += offset * viewVec.xy;
- }
-
- vec3 base = texture2D(Base, plxTexCoord).rgb;
- vec3 lighting = 0.1 * base;
-
-#ifdef BRANCHING
- if (dot(atten, atten) > 0.0)
-#endif
- {
-
- vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
- bump = normalize(bump);
- vec3 reflVec = reflect(-viewVec, bump);
-
- for (int i = 0; i < LIGHT_COUNT; i++){
-#ifndef BRANCHING
- atten[i] *= float(lVec[i].z > 0.0);
-#else
- if (atten[i] > 0.0)
- if (lVec[i].z > 0.0)
-#endif
- {
-
-#ifdef SHADOWS
-# ifndef BRANCHING
- atten[i] *= float(length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i]);
-# else
- if (length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i])
-# endif
-#endif
- {
- vec3 lightVec = normalize(lVec[i]);
-
- float diffuse = saturate(dot(lightVec, bump));
- float specular = pow(saturate(dot(reflVec, lightVec)), 16.0);
-
- lighting += atten[i] * lightColor[i] * (diffuse * base + 0.6 * specular);
- }
- }
- }
- }
-
- gl_FragColor.rgb = lighting;
-}
+uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform samplerCube ShadowMap;
+
+uniform vec3 lightColor[LIGHT_COUNT];
+uniform vec2 plxCoeffs;
+
+uniform bool hasParallax;
+
+varying vec3 lVec[LIGHT_COUNT];
+varying vec2 texCoord;
+varying vec3 vVec;
+#ifdef SHADOWS
+varying vec3 shadowVec[LIGHT_COUNT];
+#endif
+
+void main(){
+// float atten[LIGHT_COUNT];
+ vec3 atten;
+ for (int i = 0; i < LIGHT_COUNT; i++){
+ atten[i] = 1.0 - dot(lVec[i], lVec[i]);
+ }
+ atten = max(atten, 0.0);
+
+
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec3 base = texture2D(Base, plxTexCoord).rgb;
+ vec3 lighting = 0.1 * base;
+
+#ifdef BRANCHING
+ if (dot(atten, atten) > 0.0)
+#endif
+ {
+
+ vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
+ bump = normalize(bump);
+ vec3 reflVec = reflect(-viewVec, bump);
+
+ for (int i = 0; i < LIGHT_COUNT; i++){
+#ifndef BRANCHING
+ atten[i] *= float(lVec[i].z > 0.0);
+#else
+ if (atten[i] > 0.0)
+ if (lVec[i].z > 0.0)
+#endif
+ {
+
+#ifdef SHADOWS
+# ifndef BRANCHING
+ atten[i] *= float(length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i]);
+# else
+ if (length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i])
+# endif
+#endif
+ {
+ vec3 lightVec = normalize(lVec[i]);
+
+ float diffuse = saturate(dot(lightVec, bump));
+ float specular = pow(saturate(dot(reflVec, lightVec)), 16.0);
+
+ lighting += atten[i] * lightColor[i] * (diffuse * base + 0.6 * specular);
+ }
+ }
+ }
+ }
+
+ gl_FragColor.rgb = lighting;
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#define BRANCHING
+#define LIGHT_COUNT 3
+#line 2
+uniform vec3 camPos;
+uniform vec3 lightPos[LIGHT_COUNT];
+uniform float invRadius[LIGHT_COUNT];
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec3 lVec[LIGHT_COUNT];
+varying vec2 texCoord;
+varying vec3 vVec;
+#ifdef SHADOWS
+varying vec3 shadowVec[LIGHT_COUNT];
+#endif
+
+void main(){
+ gl_Position = ftransform();
+
+ texCoord = textureCoord;
+
+ for (int i = 0; i < LIGHT_COUNT; i++){
+ vec3 lightVec = invRadius[i] * (lightPos[i] - gl_Vertex.xyz);
+
+#ifdef SHADOWS
+ shadowVec[i] = -lightVec;
+#endif
+ lVec[i].x = dot(lightVec, tangent);
+ lVec[i].y = dot(lightVec, binormal);
+ lVec[i].z = dot(lightVec, normal);
+ }
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
diff --git a/shaders/humus-dynamicbranching/13.vert b/shaders/humus-dynamicbranching/13.vert
deleted file mode 100644
index b081d0f..0000000
--- a/shaders/humus-dynamicbranching/13.vert
+++ /dev/null
@@ -1,6 +0,0 @@
-attribute vec4 position;
-void main()
-{
- gl_Position = position;
-}
-
diff --git a/shaders/humus-dynamicbranching/7.frag b/shaders/humus-dynamicbranching/16.shader_test
index f855983..9236545 100644
--- a/shaders/humus-dynamicbranching/7.frag
+++ b/shaders/humus-dynamicbranching/16.shader_test
@@ -1,84 +1,173 @@
-#version 120
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
#define SHADOWS
-#define BRANCHING
#define LIGHT_COUNT 3
#line 43
-uniform sampler2D Base;
-uniform sampler2D Bump;
-uniform samplerCube ShadowMap;
-
-uniform vec3 lightColor[LIGHT_COUNT];
-uniform vec2 plxCoeffs;
-
-uniform bool hasParallax;
-
-varying vec3 lVec[LIGHT_COUNT];
-varying vec2 texCoord;
-varying vec3 vVec;
-#ifdef SHADOWS
-varying vec3 shadowVec[LIGHT_COUNT];
-#endif
-
-void main(){
-// float atten[LIGHT_COUNT];
- vec3 atten;
- for (int i = 0; i < LIGHT_COUNT; i++){
- atten[i] = 1.0 - dot(lVec[i], lVec[i]);
- }
- atten = max(atten, 0.0);
-
-
- vec3 viewVec = normalize(vVec);
-
- vec2 plxTexCoord = texCoord;
- if (hasParallax){
- float height = texture2D(Bump, texCoord).w;
- float offset = height * plxCoeffs.x + plxCoeffs.y;
- plxTexCoord += offset * viewVec.xy;
- }
-
- vec3 base = texture2D(Base, plxTexCoord).rgb;
- vec3 lighting = 0.1 * base;
-
-#ifdef BRANCHING
- if (dot(atten, atten) > 0.0)
-#endif
- {
-
- vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
- bump = normalize(bump);
- vec3 reflVec = reflect(-viewVec, bump);
-
- for (int i = 0; i < LIGHT_COUNT; i++){
-#ifndef BRANCHING
- atten[i] *= float(lVec[i].z > 0.0);
-#else
- if (atten[i] > 0.0)
- if (lVec[i].z > 0.0)
-#endif
- {
-
-#ifdef SHADOWS
-# ifndef BRANCHING
- atten[i] *= float(length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i]);
-# else
- if (length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i])
-# endif
-#endif
- {
- vec3 lightVec = normalize(lVec[i]);
-
- float diffuse = saturate(dot(lightVec, bump));
- float specular = pow(saturate(dot(reflVec, lightVec)), 16.0);
-
- lighting += atten[i] * lightColor[i] * (diffuse * base + 0.6 * specular);
- }
- }
- }
- }
-
- gl_FragColor.rgb = lighting;
-}
+uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform samplerCube ShadowMap;
+
+uniform vec3 lightColor[LIGHT_COUNT];
+uniform vec2 plxCoeffs;
+
+uniform bool hasParallax;
+
+varying vec3 lVec[LIGHT_COUNT];
+varying vec2 texCoord;
+varying vec3 vVec;
+#ifdef SHADOWS
+varying vec3 shadowVec[LIGHT_COUNT];
+#endif
+
+void main(){
+// float atten[LIGHT_COUNT];
+ vec3 atten;
+ for (int i = 0; i < LIGHT_COUNT; i++){
+ atten[i] = 1.0 - dot(lVec[i], lVec[i]);
+ }
+ atten = max(atten, 0.0);
+
+
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec3 base = texture2D(Base, plxTexCoord).rgb;
+ vec3 lighting = 0.1 * base;
+
+#ifdef BRANCHING
+ if (dot(atten, atten) > 0.0)
+#endif
+ {
+
+ vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
+ bump = normalize(bump);
+ vec3 reflVec = reflect(-viewVec, bump);
+
+ for (int i = 0; i < LIGHT_COUNT; i++){
+#ifndef BRANCHING
+ atten[i] *= float(lVec[i].z > 0.0);
+#else
+ if (atten[i] > 0.0)
+ if (lVec[i].z > 0.0)
+#endif
+ {
+
+#ifdef SHADOWS
+# ifndef BRANCHING
+ atten[i] *= float(length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i]);
+# else
+ if (length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i])
+# endif
+#endif
+ {
+ vec3 lightVec = normalize(lVec[i]);
+
+ float diffuse = saturate(dot(lightVec, bump));
+ float specular = pow(saturate(dot(reflVec, lightVec)), 16.0);
+
+ lighting += atten[i] * lightColor[i] * (diffuse * base + 0.6 * specular);
+ }
+ }
+ }
+ }
+
+ gl_FragColor.rgb = lighting;
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#define SHADOWS
+#define LIGHT_COUNT 3
+#line 2
+uniform vec3 camPos;
+uniform vec3 lightPos[LIGHT_COUNT];
+uniform float invRadius[LIGHT_COUNT];
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec3 lVec[LIGHT_COUNT];
+varying vec2 texCoord;
+varying vec3 vVec;
+#ifdef SHADOWS
+varying vec3 shadowVec[LIGHT_COUNT];
+#endif
+
+void main(){
+ gl_Position = ftransform();
+
+ texCoord = textureCoord;
+
+ for (int i = 0; i < LIGHT_COUNT; i++){
+ vec3 lightVec = invRadius[i] * (lightPos[i] - gl_Vertex.xyz);
+
+#ifdef SHADOWS
+ shadowVec[i] = -lightVec;
+#endif
+ lVec[i].x = dot(lightVec, tangent);
+ lVec[i].y = dot(lightVec, binormal);
+ lVec[i].z = dot(lightVec, normal);
+ }
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
diff --git a/shaders/humus-dynamicbranching/4.frag b/shaders/humus-dynamicbranching/19.shader_test
index 3244b1f..1b1bc75 100644
--- a/shaders/humus-dynamicbranching/4.frag
+++ b/shaders/humus-dynamicbranching/19.shader_test
@@ -1,82 +1,168 @@
-#version 120
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
+#define SHADOWS
+#define BRANCHING
#define LIGHT_COUNT 3
#line 43
-uniform sampler2D Base;
-uniform sampler2D Bump;
-uniform samplerCube ShadowMap;
-
-uniform vec3 lightColor[LIGHT_COUNT];
-uniform vec2 plxCoeffs;
-
-uniform bool hasParallax;
-
-varying vec3 lVec[LIGHT_COUNT];
-varying vec2 texCoord;
-varying vec3 vVec;
-#ifdef SHADOWS
-varying vec3 shadowVec[LIGHT_COUNT];
-#endif
-
-void main(){
-// float atten[LIGHT_COUNT];
- vec3 atten;
- for (int i = 0; i < LIGHT_COUNT; i++){
- atten[i] = 1.0 - dot(lVec[i], lVec[i]);
- }
- atten = max(atten, 0.0);
-
-
- vec3 viewVec = normalize(vVec);
-
- vec2 plxTexCoord = texCoord;
- if (hasParallax){
- float height = texture2D(Bump, texCoord).w;
- float offset = height * plxCoeffs.x + plxCoeffs.y;
- plxTexCoord += offset * viewVec.xy;
- }
-
- vec3 base = texture2D(Base, plxTexCoord).rgb;
- vec3 lighting = 0.1 * base;
-
-#ifdef BRANCHING
- if (dot(atten, atten) > 0.0)
-#endif
- {
-
- vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
- bump = normalize(bump);
- vec3 reflVec = reflect(-viewVec, bump);
-
- for (int i = 0; i < LIGHT_COUNT; i++){
-#ifndef BRANCHING
- atten[i] *= float(lVec[i].z > 0.0);
-#else
- if (atten[i] > 0.0)
- if (lVec[i].z > 0.0)
-#endif
- {
-
-#ifdef SHADOWS
-# ifndef BRANCHING
- atten[i] *= float(length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i]);
-# else
- if (length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i])
-# endif
-#endif
- {
- vec3 lightVec = normalize(lVec[i]);
-
- float diffuse = saturate(dot(lightVec, bump));
- float specular = pow(saturate(dot(reflVec, lightVec)), 16.0);
-
- lighting += atten[i] * lightColor[i] * (diffuse * base + 0.6 * specular);
- }
- }
- }
- }
-
- gl_FragColor.rgb = lighting;
-}
+uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform samplerCube ShadowMap;
+
+uniform vec3 lightColor[LIGHT_COUNT];
+uniform vec2 plxCoeffs;
+
+uniform bool hasParallax;
+
+varying vec3 lVec[LIGHT_COUNT];
+varying vec2 texCoord;
+varying vec3 vVec;
+#ifdef SHADOWS
+varying vec3 shadowVec[LIGHT_COUNT];
+#endif
+
+void main(){
+// float atten[LIGHT_COUNT];
+ vec3 atten;
+ for (int i = 0; i < LIGHT_COUNT; i++){
+ atten[i] = 1.0 - dot(lVec[i], lVec[i]);
+ }
+ atten = max(atten, 0.0);
+
+
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec3 base = texture2D(Base, plxTexCoord).rgb;
+ vec3 lighting = 0.1 * base;
+
+#ifdef BRANCHING
+ if (dot(atten, atten) > 0.0)
+#endif
+ {
+
+ vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
+ bump = normalize(bump);
+ vec3 reflVec = reflect(-viewVec, bump);
+
+ for (int i = 0; i < LIGHT_COUNT; i++){
+#ifndef BRANCHING
+ atten[i] *= float(lVec[i].z > 0.0);
+#else
+ if (atten[i] > 0.0)
+ if (lVec[i].z > 0.0)
+#endif
+ {
+
+#ifdef SHADOWS
+# ifndef BRANCHING
+ atten[i] *= float(length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i]);
+# else
+ if (length(shadowVec[i]) < textureCube(ShadowMap, shadowVec[i])[i])
+# endif
+#endif
+ {
+ vec3 lightVec = normalize(lVec[i]);
+
+ float diffuse = saturate(dot(lightVec, bump));
+ float specular = pow(saturate(dot(reflVec, lightVec)), 16.0);
+
+ lighting += atten[i] * lightColor[i] * (diffuse * base + 0.6 * specular);
+ }
+ }
+ }
+ }
+
+ gl_FragColor.rgb = lighting;
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#define SHADOWS
+#define BRANCHING
+#define LIGHT_COUNT 3
+#line 2
+uniform vec3 camPos;
+uniform vec3 lightPos[LIGHT_COUNT];
+uniform float invRadius[LIGHT_COUNT];
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec3 lVec[LIGHT_COUNT];
+varying vec2 texCoord;
+varying vec3 vVec;
+#ifdef SHADOWS
+varying vec3 shadowVec[LIGHT_COUNT];
+#endif
+
+void main(){
+ gl_Position = ftransform();
+
+ texCoord = textureCoord;
+
+ for (int i = 0; i < LIGHT_COUNT; i++){
+ vec3 lightVec = invRadius[i] * (lightPos[i] - gl_Vertex.xyz);
+
+#ifdef SHADOWS
+ shadowVec[i] = -lightVec;
+#endif
+ lVec[i].x = dot(lightVec, tangent);
+ lVec[i].y = dot(lightVec, binormal);
+ lVec[i].z = dot(lightVec, normal);
+ }
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
diff --git a/shaders/humus-dynamicbranching/2.frag b/shaders/humus-dynamicbranching/2.frag
deleted file mode 100644
index 9032629..0000000
--- a/shaders/humus-dynamicbranching/2.frag
+++ /dev/null
@@ -1,33 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#define MULTIPASS
-#line 28
-uniform sampler2D Base;
-uniform sampler2D Bump;
-
-uniform vec2 plxCoeffs;
-uniform bool hasParallax;
-
-varying vec2 texCoord;
-varying vec3 vVec;
-
-void main(){
-
-#ifdef MULTIPASS
- vec3 viewVec = normalize(vVec);
-
- vec2 plxTexCoord = texCoord;
- if (hasParallax){
- float height = texture2D(Bump, texCoord).w;
- float offset = height * plxCoeffs.x + plxCoeffs.y;
- plxTexCoord += offset * viewVec.xy;
- }
-
- vec4 base = texture2D(Base, plxTexCoord);
-
- gl_FragColor = 0.1 * base;
-#endif
-
-}
-
diff --git a/shaders/humus-dynamicbranching/2.vert b/shaders/humus-dynamicbranching/2.vert
deleted file mode 100644
index 2202e78..0000000
--- a/shaders/humus-dynamicbranching/2.vert
+++ /dev/null
@@ -1,30 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#define MULTIPASS
-#line 2
-attribute vec2 textureCoord;
-attribute vec3 tangent;
-attribute vec3 binormal;
-attribute vec3 normal;
-
-uniform vec3 camPos;
-
-varying vec2 texCoord;
-varying vec3 vVec;
-
-void main(){
- gl_Position = ftransform();
-
-#ifdef MULTIPASS
- texCoord = textureCoord;
-
- vec3 viewVec = camPos - gl_Vertex.xyz;
- vVec.x = dot(viewVec, tangent);
- vVec.y = dot(viewVec, binormal);
- vVec.z = dot(viewVec, normal);
-#endif
-}
-
-
-
diff --git a/shaders/humus-dynamicbranching/10.frag b/shaders/humus-dynamicbranching/22.shader_test
index 889bbe7..72cd155 100644
--- a/shaders/humus-dynamicbranching/10.frag
+++ b/shaders/humus-dynamicbranching/22.shader_test
@@ -1,63 +1,136 @@
-#version 120
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
-#define SHADOWS
#line 36
-uniform sampler2D Base;
-uniform sampler2D Bump;
-uniform samplerCube ShadowMap;
-
-uniform vec3 lightColor;
-uniform vec2 plxCoeffs;
-uniform vec4 select;
-
-uniform bool hasParallax;
-
-varying vec2 texCoord;
-varying vec3 lVec;
-varying vec3 vVec;
-varying vec3 shadowVec;
-
-void main(){
- vec3 lighting = vec3(0.0);
-
- float atten = saturate(1.0 - dot(lVec, lVec));
-#ifndef BRANCHING
- atten *= float(lVec.z > 0.0);
-#else
- if (atten > 0.0)
- if (lVec.z > 0.0)
-#endif
- {
-
-#ifdef SHADOWS
-# ifndef BRANCHING
- atten *= float(length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select));
-# else
- if (length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select))
-# endif
-#endif
- {
- vec3 lightVec = normalize(lVec);
- vec3 viewVec = normalize(vVec);
-
- vec2 plxTexCoord = texCoord;
- if (hasParallax){
- float height = texture2D(Bump, texCoord).w;
- float offset = height * plxCoeffs.x + plxCoeffs.y;
- plxTexCoord += offset * viewVec.xy;
- }
-
- vec3 base = texture2D(Base, plxTexCoord).rgb;
- vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
- bump = normalize(bump);
-
- float diffuse = saturate(dot(lightVec, bump));
- float specular = pow(saturate(dot(reflect(-viewVec, bump), lightVec)), 16.0);
-
- lighting = atten * lightColor * (diffuse * base + 0.6 * specular);
- }
- }
- gl_FragColor.rgb = lighting;
-}
+uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform samplerCube ShadowMap;
+
+uniform vec3 lightColor;
+uniform vec2 plxCoeffs;
+uniform vec4 select;
+
+uniform bool hasParallax;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 shadowVec;
+
+void main(){
+ vec3 lighting = vec3(0.0);
+
+ float atten = saturate(1.0 - dot(lVec, lVec));
+#ifndef BRANCHING
+ atten *= float(lVec.z > 0.0);
+#else
+ if (atten > 0.0)
+ if (lVec.z > 0.0)
+#endif
+ {
+
+#ifdef SHADOWS
+# ifndef BRANCHING
+ atten *= float(length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select));
+# else
+ if (length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select))
+# endif
+#endif
+ {
+ vec3 lightVec = normalize(lVec);
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec3 base = texture2D(Base, plxTexCoord).rgb;
+ vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
+ bump = normalize(bump);
+
+ float diffuse = saturate(dot(lightVec, bump));
+ float specular = pow(saturate(dot(reflect(-viewVec, bump), lightVec)), 16.0);
+
+ lighting = atten * lightColor * (diffuse * base + 0.6 * specular);
+ }
+ }
+ gl_FragColor.rgb = lighting;
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#line 2
+uniform vec3 lightPos;
+uniform vec3 camPos;
+uniform float invRadius;
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 shadowVec;
+
+void main(){
+ gl_Position = ftransform();
+
+ texCoord = textureCoord;
+
+ vec3 lightVec = invRadius * (lightPos - gl_Vertex.xyz);
+ shadowVec = -lightVec;
+ lVec.x = dot(lightVec, tangent);
+ lVec.y = dot(lightVec, binormal);
+ lVec.z = dot(lightVec, normal);
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
diff --git a/shaders/humus-dynamicbranching/9.frag b/shaders/humus-dynamicbranching/25.shader_test
index 6ebce5a..b4e0eba 100644
--- a/shaders/humus-dynamicbranching/9.frag
+++ b/shaders/humus-dynamicbranching/25.shader_test
@@ -1,63 +1,138 @@
-#version 120
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
#define BRANCHING
#line 36
-uniform sampler2D Base;
-uniform sampler2D Bump;
-uniform samplerCube ShadowMap;
-
-uniform vec3 lightColor;
-uniform vec2 plxCoeffs;
-uniform vec4 select;
-
-uniform bool hasParallax;
-
-varying vec2 texCoord;
-varying vec3 lVec;
-varying vec3 vVec;
-varying vec3 shadowVec;
-
-void main(){
- vec3 lighting = vec3(0.0);
-
- float atten = saturate(1.0 - dot(lVec, lVec));
-#ifndef BRANCHING
- atten *= float(lVec.z > 0.0);
-#else
- if (atten > 0.0)
- if (lVec.z > 0.0)
-#endif
- {
-
-#ifdef SHADOWS
-# ifndef BRANCHING
- atten *= float(length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select));
-# else
- if (length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select))
-# endif
-#endif
- {
- vec3 lightVec = normalize(lVec);
- vec3 viewVec = normalize(vVec);
-
- vec2 plxTexCoord = texCoord;
- if (hasParallax){
- float height = texture2D(Bump, texCoord).w;
- float offset = height * plxCoeffs.x + plxCoeffs.y;
- plxTexCoord += offset * viewVec.xy;
- }
-
- vec3 base = texture2D(Base, plxTexCoord).rgb;
- vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
- bump = normalize(bump);
-
- float diffuse = saturate(dot(lightVec, bump));
- float specular = pow(saturate(dot(reflect(-viewVec, bump), lightVec)), 16.0);
-
- lighting = atten * lightColor * (diffuse * base + 0.6 * specular);
- }
- }
- gl_FragColor.rgb = lighting;
-}
+uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform samplerCube ShadowMap;
+
+uniform vec3 lightColor;
+uniform vec2 plxCoeffs;
+uniform vec4 select;
+
+uniform bool hasParallax;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 shadowVec;
+
+void main(){
+ vec3 lighting = vec3(0.0);
+
+ float atten = saturate(1.0 - dot(lVec, lVec));
+#ifndef BRANCHING
+ atten *= float(lVec.z > 0.0);
+#else
+ if (atten > 0.0)
+ if (lVec.z > 0.0)
+#endif
+ {
+
+#ifdef SHADOWS
+# ifndef BRANCHING
+ atten *= float(length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select));
+# else
+ if (length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select))
+# endif
+#endif
+ {
+ vec3 lightVec = normalize(lVec);
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec3 base = texture2D(Base, plxTexCoord).rgb;
+ vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
+ bump = normalize(bump);
+
+ float diffuse = saturate(dot(lightVec, bump));
+ float specular = pow(saturate(dot(reflect(-viewVec, bump), lightVec)), 16.0);
+
+ lighting = atten * lightColor * (diffuse * base + 0.6 * specular);
+ }
+ }
+ gl_FragColor.rgb = lighting;
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#define BRANCHING
+#line 2
+uniform vec3 lightPos;
+uniform vec3 camPos;
+uniform float invRadius;
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 shadowVec;
+
+void main(){
+ gl_Position = ftransform();
+
+ texCoord = textureCoord;
+
+ vec3 lightVec = invRadius * (lightPos - gl_Vertex.xyz);
+ shadowVec = -lightVec;
+ lVec.x = dot(lightVec, tangent);
+ lVec.y = dot(lightVec, binormal);
+ lVec.z = dot(lightVec, normal);
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
diff --git a/shaders/humus-dynamicbranching/8.frag b/shaders/humus-dynamicbranching/28.shader_test
index d993cbb..adfa75a 100644
--- a/shaders/humus-dynamicbranching/8.frag
+++ b/shaders/humus-dynamicbranching/28.shader_test
@@ -1,62 +1,138 @@
-#version 120
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
+#define SHADOWS
#line 36
-uniform sampler2D Base;
-uniform sampler2D Bump;
-uniform samplerCube ShadowMap;
-
-uniform vec3 lightColor;
-uniform vec2 plxCoeffs;
-uniform vec4 select;
-
-uniform bool hasParallax;
-
-varying vec2 texCoord;
-varying vec3 lVec;
-varying vec3 vVec;
-varying vec3 shadowVec;
-
-void main(){
- vec3 lighting = vec3(0.0);
-
- float atten = saturate(1.0 - dot(lVec, lVec));
-#ifndef BRANCHING
- atten *= float(lVec.z > 0.0);
-#else
- if (atten > 0.0)
- if (lVec.z > 0.0)
-#endif
- {
-
-#ifdef SHADOWS
-# ifndef BRANCHING
- atten *= float(length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select));
-# else
- if (length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select))
-# endif
-#endif
- {
- vec3 lightVec = normalize(lVec);
- vec3 viewVec = normalize(vVec);
-
- vec2 plxTexCoord = texCoord;
- if (hasParallax){
- float height = texture2D(Bump, texCoord).w;
- float offset = height * plxCoeffs.x + plxCoeffs.y;
- plxTexCoord += offset * viewVec.xy;
- }
-
- vec3 base = texture2D(Base, plxTexCoord).rgb;
- vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
- bump = normalize(bump);
-
- float diffuse = saturate(dot(lightVec, bump));
- float specular = pow(saturate(dot(reflect(-viewVec, bump), lightVec)), 16.0);
-
- lighting = atten * lightColor * (diffuse * base + 0.6 * specular);
- }
- }
- gl_FragColor.rgb = lighting;
-}
+uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform samplerCube ShadowMap;
+
+uniform vec3 lightColor;
+uniform vec2 plxCoeffs;
+uniform vec4 select;
+
+uniform bool hasParallax;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 shadowVec;
+
+void main(){
+ vec3 lighting = vec3(0.0);
+
+ float atten = saturate(1.0 - dot(lVec, lVec));
+#ifndef BRANCHING
+ atten *= float(lVec.z > 0.0);
+#else
+ if (atten > 0.0)
+ if (lVec.z > 0.0)
+#endif
+ {
+
+#ifdef SHADOWS
+# ifndef BRANCHING
+ atten *= float(length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select));
+# else
+ if (length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select))
+# endif
+#endif
+ {
+ vec3 lightVec = normalize(lVec);
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec3 base = texture2D(Base, plxTexCoord).rgb;
+ vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
+ bump = normalize(bump);
+
+ float diffuse = saturate(dot(lightVec, bump));
+ float specular = pow(saturate(dot(reflect(-viewVec, bump), lightVec)), 16.0);
+
+ lighting = atten * lightColor * (diffuse * base + 0.6 * specular);
+ }
+ }
+ gl_FragColor.rgb = lighting;
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#define SHADOWS
+#line 2
+uniform vec3 lightPos;
+uniform vec3 camPos;
+uniform float invRadius;
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 shadowVec;
+
+void main(){
+ gl_Position = ftransform();
+
+ texCoord = textureCoord;
+
+ vec3 lightVec = invRadius * (lightPos - gl_Vertex.xyz);
+ shadowVec = -lightVec;
+ lVec.x = dot(lightVec, tangent);
+ lVec.y = dot(lightVec, binormal);
+ lVec.z = dot(lightVec, normal);
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
diff --git a/shaders/humus-dynamicbranching/3.frag b/shaders/humus-dynamicbranching/3.frag
deleted file mode 100644
index ad2e73c..0000000
--- a/shaders/humus-dynamicbranching/3.frag
+++ /dev/null
@@ -1,12 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 13
-uniform sampler2D Base;
-
-varying vec2 texCoord;
-
-void main(){
- gl_FragColor = texture2D(Base, texCoord) * gl_Color;
-}
-
diff --git a/shaders/humus-dynamicbranching/3.vert b/shaders/humus-dynamicbranching/3.vert
deleted file mode 100644
index 7b0a5d5..0000000
--- a/shaders/humus-dynamicbranching/3.vert
+++ /dev/null
@@ -1,14 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 2
-varying vec2 texCoord;
-
-void main(){
- gl_Position = ftransform();
- texCoord = gl_MultiTexCoord0.xy;
- gl_FrontColor = gl_Color;
-}
-
-
-
diff --git a/shaders/humus-dynamicbranching/11.frag b/shaders/humus-dynamicbranching/31.shader_test
index c9ea43d..3c0849a 100644
--- a/shaders/humus-dynamicbranching/11.frag
+++ b/shaders/humus-dynamicbranching/31.shader_test
@@ -1,64 +1,122 @@
-#version 120
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
#define SHADOWS
#define BRANCHING
#line 36
-uniform sampler2D Base;
-uniform sampler2D Bump;
-uniform samplerCube ShadowMap;
-
-uniform vec3 lightColor;
-uniform vec2 plxCoeffs;
-uniform vec4 select;
-
-uniform bool hasParallax;
-
-varying vec2 texCoord;
-varying vec3 lVec;
-varying vec3 vVec;
-varying vec3 shadowVec;
-
-void main(){
- vec3 lighting = vec3(0.0);
-
- float atten = saturate(1.0 - dot(lVec, lVec));
-#ifndef BRANCHING
- atten *= float(lVec.z > 0.0);
-#else
- if (atten > 0.0)
- if (lVec.z > 0.0)
-#endif
- {
-
-#ifdef SHADOWS
-# ifndef BRANCHING
- atten *= float(length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select));
-# else
- if (length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select))
-# endif
-#endif
- {
- vec3 lightVec = normalize(lVec);
- vec3 viewVec = normalize(vVec);
-
- vec2 plxTexCoord = texCoord;
- if (hasParallax){
- float height = texture2D(Bump, texCoord).w;
- float offset = height * plxCoeffs.x + plxCoeffs.y;
- plxTexCoord += offset * viewVec.xy;
- }
-
- vec3 base = texture2D(Base, plxTexCoord).rgb;
- vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
- bump = normalize(bump);
-
- float diffuse = saturate(dot(lightVec, bump));
- float specular = pow(saturate(dot(reflect(-viewVec, bump), lightVec)), 16.0);
-
- lighting = atten * lightColor * (diffuse * base + 0.6 * specular);
- }
- }
- gl_FragColor.rgb = lighting;
-}
+uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform samplerCube ShadowMap;
+
+uniform vec3 lightColor;
+uniform vec2 plxCoeffs;
+uniform vec4 select;
+
+uniform bool hasParallax;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 shadowVec;
+
+void main(){
+ vec3 lighting = vec3(0.0);
+
+ float atten = saturate(1.0 - dot(lVec, lVec));
+#ifndef BRANCHING
+ atten *= float(lVec.z > 0.0);
+#else
+ if (atten > 0.0)
+ if (lVec.z > 0.0)
+#endif
+ {
+
+#ifdef SHADOWS
+# ifndef BRANCHING
+ atten *= float(length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select));
+# else
+ if (length(shadowVec) < dot(textureCube(ShadowMap, shadowVec), select))
+# endif
+#endif
+ {
+ vec3 lightVec = normalize(lVec);
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec3 base = texture2D(Base, plxTexCoord).rgb;
+ vec3 bump = texture2D(Bump, plxTexCoord).xyz * 2.0 - 1.0;
+ bump = normalize(bump);
+
+ float diffuse = saturate(dot(lightVec, bump));
+ float specular = pow(saturate(dot(reflect(-viewVec, bump), lightVec)), 16.0);
+
+ lighting = atten * lightColor * (diffuse * base + 0.6 * specular);
+ }
+ }
+ gl_FragColor.rgb = lighting;
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#define SHADOWS
+#define BRANCHING
+#line 2
+uniform vec3 lightPos;
+uniform vec3 camPos;
+uniform float invRadius;
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+varying vec3 shadowVec;
+
+void main(){
+ gl_Position = ftransform();
+
+ texCoord = textureCoord;
+
+ vec3 lightVec = invRadius * (lightPos - gl_Vertex.xyz);
+ shadowVec = -lightVec;
+ lVec.x = dot(lightVec, tangent);
+ lVec.y = dot(lightVec, binormal);
+ lVec.z = dot(lightVec, normal);
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
diff --git a/shaders/humus-dynamicbranching/12.vert b/shaders/humus-dynamicbranching/34.shader_test
index 0cffa84..229f48f 100644
--- a/shaders/humus-dynamicbranching/12.vert
+++ b/shaders/humus-dynamicbranching/34.shader_test
@@ -1,19 +1,35 @@
-#version 120
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#line 18
+varying vec3 lightVec;
+
+void main(){
+ gl_FragColor = vec4(length(lightVec) + 0.005);
+}
+
+
+[vertex shader]
+#version 130
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
#line 2
-uniform mat4 mvp;
-
-uniform vec3 lightPos;
-uniform float invRadius;
-
-varying vec3 lightVec;
-
-void main(){
- gl_Position = mvp * gl_Vertex;
-
- lightVec = invRadius * (lightPos - gl_Vertex.xyz);
-}
-
-
+uniform mat4 mvp;
+
+uniform vec3 lightPos;
+uniform float invRadius;
+
+varying vec3 lightVec;
+
+void main(){
+ gl_Position = mvp * gl_Vertex;
+
+ lightVec = invRadius * (lightPos - gl_Vertex.xyz);
+}
+
+
diff --git a/shaders/humus-dynamicbranching/4.shader_test b/shaders/humus-dynamicbranching/4.shader_test
new file mode 100644
index 0000000..8c97e58
--- /dev/null
+++ b/shaders/humus-dynamicbranching/4.shader_test
@@ -0,0 +1,77 @@
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#define MULTIPASS
+#line 28
+uniform sampler2D Base;
+uniform sampler2D Bump;
+
+uniform vec2 plxCoeffs;
+uniform bool hasParallax;
+
+varying vec2 texCoord;
+varying vec3 vVec;
+
+void main(){
+
+#ifdef MULTIPASS
+ vec3 viewVec = normalize(vVec);
+
+ vec2 plxTexCoord = texCoord;
+ if (hasParallax){
+ float height = texture2D(Bump, texCoord).w;
+ float offset = height * plxCoeffs.x + plxCoeffs.y;
+ plxTexCoord += offset * viewVec.xy;
+ }
+
+ vec4 base = texture2D(Base, plxTexCoord);
+
+ gl_FragColor = 0.1 * base;
+#endif
+
+}
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#define MULTIPASS
+#line 2
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+uniform vec3 camPos;
+
+varying vec2 texCoord;
+varying vec3 vVec;
+
+void main(){
+ gl_Position = ftransform();
+
+#ifdef MULTIPASS
+ texCoord = textureCoord;
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+#endif
+}
+
+
+
diff --git a/shaders/humus-dynamicbranching/4.vert b/shaders/humus-dynamicbranching/4.vert
deleted file mode 100644
index 9dd0d12..0000000
--- a/shaders/humus-dynamicbranching/4.vert
+++ /dev/null
@@ -1,45 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#define LIGHT_COUNT 3
-#line 2
-uniform vec3 camPos;
-uniform vec3 lightPos[LIGHT_COUNT];
-uniform float invRadius[LIGHT_COUNT];
-
-attribute vec2 textureCoord;
-attribute vec3 tangent;
-attribute vec3 binormal;
-attribute vec3 normal;
-
-varying vec3 lVec[LIGHT_COUNT];
-varying vec2 texCoord;
-varying vec3 vVec;
-#ifdef SHADOWS
-varying vec3 shadowVec[LIGHT_COUNT];
-#endif
-
-void main(){
- gl_Position = ftransform();
-
- texCoord = textureCoord;
-
- for (int i = 0; i < LIGHT_COUNT; i++){
- vec3 lightVec = invRadius[i] * (lightPos[i] - gl_Vertex.xyz);
-
-#ifdef SHADOWS
- shadowVec[i] = -lightVec;
-#endif
- lVec[i].x = dot(lightVec, tangent);
- lVec[i].y = dot(lightVec, binormal);
- lVec[i].z = dot(lightVec, normal);
- }
-
- vec3 viewVec = camPos - gl_Vertex.xyz;
- vVec.x = dot(viewVec, tangent);
- vVec.y = dot(viewVec, binormal);
- vVec.z = dot(viewVec, normal);
-}
-
-
-
diff --git a/shaders/humus-dynamicbranching/5.vert b/shaders/humus-dynamicbranching/5.vert
deleted file mode 100644
index 35161d5..0000000
--- a/shaders/humus-dynamicbranching/5.vert
+++ /dev/null
@@ -1,46 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#define BRANCHING
-#define LIGHT_COUNT 3
-#line 2
-uniform vec3 camPos;
-uniform vec3 lightPos[LIGHT_COUNT];
-uniform float invRadius[LIGHT_COUNT];
-
-attribute vec2 textureCoord;
-attribute vec3 tangent;
-attribute vec3 binormal;
-attribute vec3 normal;
-
-varying vec3 lVec[LIGHT_COUNT];
-varying vec2 texCoord;
-varying vec3 vVec;
-#ifdef SHADOWS
-varying vec3 shadowVec[LIGHT_COUNT];
-#endif
-
-void main(){
- gl_Position = ftransform();
-
- texCoord = textureCoord;
-
- for (int i = 0; i < LIGHT_COUNT; i++){
- vec3 lightVec = invRadius[i] * (lightPos[i] - gl_Vertex.xyz);
-
-#ifdef SHADOWS
- shadowVec[i] = -lightVec;
-#endif
- lVec[i].x = dot(lightVec, tangent);
- lVec[i].y = dot(lightVec, binormal);
- lVec[i].z = dot(lightVec, normal);
- }
-
- vec3 viewVec = camPos - gl_Vertex.xyz;
- vVec.x = dot(viewVec, tangent);
- vVec.y = dot(viewVec, binormal);
- vVec.z = dot(viewVec, normal);
-}
-
-
-
diff --git a/shaders/humus-dynamicbranching/6.vert b/shaders/humus-dynamicbranching/6.vert
deleted file mode 100644
index e0867e3..0000000
--- a/shaders/humus-dynamicbranching/6.vert
+++ /dev/null
@@ -1,46 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#define SHADOWS
-#define LIGHT_COUNT 3
-#line 2
-uniform vec3 camPos;
-uniform vec3 lightPos[LIGHT_COUNT];
-uniform float invRadius[LIGHT_COUNT];
-
-attribute vec2 textureCoord;
-attribute vec3 tangent;
-attribute vec3 binormal;
-attribute vec3 normal;
-
-varying vec3 lVec[LIGHT_COUNT];
-varying vec2 texCoord;
-varying vec3 vVec;
-#ifdef SHADOWS
-varying vec3 shadowVec[LIGHT_COUNT];
-#endif
-
-void main(){
- gl_Position = ftransform();
-
- texCoord = textureCoord;
-
- for (int i = 0; i < LIGHT_COUNT; i++){
- vec3 lightVec = invRadius[i] * (lightPos[i] - gl_Vertex.xyz);
-
-#ifdef SHADOWS
- shadowVec[i] = -lightVec;
-#endif
- lVec[i].x = dot(lightVec, tangent);
- lVec[i].y = dot(lightVec, binormal);
- lVec[i].z = dot(lightVec, normal);
- }
-
- vec3 viewVec = camPos - gl_Vertex.xyz;
- vVec.x = dot(viewVec, tangent);
- vVec.y = dot(viewVec, binormal);
- vVec.z = dot(viewVec, normal);
-}
-
-
-
diff --git a/shaders/humus-dynamicbranching/7.shader_test b/shaders/humus-dynamicbranching/7.shader_test
new file mode 100644
index 0000000..97bbf47
--- /dev/null
+++ b/shaders/humus-dynamicbranching/7.shader_test
@@ -0,0 +1,68 @@
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#line 13
+uniform sampler2D Base;
+
+varying vec2 texCoord;
+
+void main(){
+ gl_FragColor = texture2D(Base, texCoord) * gl_Color;
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#line 2
+varying vec2 texCoord;
+
+void main(){
+ gl_Position = ftransform();
+ texCoord = gl_MultiTexCoord0.xy;
+ gl_FrontColor = gl_Color;
+}
+
+
+
diff --git a/shaders/humus-dynamicbranching/7.vert b/shaders/humus-dynamicbranching/7.vert
deleted file mode 100644
index 13116ad..0000000
--- a/shaders/humus-dynamicbranching/7.vert
+++ /dev/null
@@ -1,47 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#define SHADOWS
-#define BRANCHING
-#define LIGHT_COUNT 3
-#line 2
-uniform vec3 camPos;
-uniform vec3 lightPos[LIGHT_COUNT];
-uniform float invRadius[LIGHT_COUNT];
-
-attribute vec2 textureCoord;
-attribute vec3 tangent;
-attribute vec3 binormal;
-attribute vec3 normal;
-
-varying vec3 lVec[LIGHT_COUNT];
-varying vec2 texCoord;
-varying vec3 vVec;
-#ifdef SHADOWS
-varying vec3 shadowVec[LIGHT_COUNT];
-#endif
-
-void main(){
- gl_Position = ftransform();
-
- texCoord = textureCoord;
-
- for (int i = 0; i < LIGHT_COUNT; i++){
- vec3 lightVec = invRadius[i] * (lightPos[i] - gl_Vertex.xyz);
-
-#ifdef SHADOWS
- shadowVec[i] = -lightVec;
-#endif
- lVec[i].x = dot(lightVec, tangent);
- lVec[i].y = dot(lightVec, binormal);
- lVec[i].z = dot(lightVec, normal);
- }
-
- vec3 viewVec = camPos - gl_Vertex.xyz;
- vVec.x = dot(viewVec, tangent);
- vVec.y = dot(viewVec, binormal);
- vVec.z = dot(viewVec, normal);
-}
-
-
-
diff --git a/shaders/humus-dynamicbranching/8.vert b/shaders/humus-dynamicbranching/8.vert
deleted file mode 100644
index c85acdd..0000000
--- a/shaders/humus-dynamicbranching/8.vert
+++ /dev/null
@@ -1,37 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 2
-uniform vec3 lightPos;
-uniform vec3 camPos;
-uniform float invRadius;
-
-attribute vec2 textureCoord;
-attribute vec3 tangent;
-attribute vec3 binormal;
-attribute vec3 normal;
-
-varying vec2 texCoord;
-varying vec3 lVec;
-varying vec3 vVec;
-varying vec3 shadowVec;
-
-void main(){
- gl_Position = ftransform();
-
- texCoord = textureCoord;
-
- vec3 lightVec = invRadius * (lightPos - gl_Vertex.xyz);
- shadowVec = -lightVec;
- lVec.x = dot(lightVec, tangent);
- lVec.y = dot(lightVec, binormal);
- lVec.z = dot(lightVec, normal);
-
- vec3 viewVec = camPos - gl_Vertex.xyz;
- vVec.x = dot(viewVec, tangent);
- vVec.y = dot(viewVec, binormal);
- vVec.z = dot(viewVec, normal);
-}
-
-
-
diff --git a/shaders/humus-dynamicbranching/9.vert b/shaders/humus-dynamicbranching/9.vert
deleted file mode 100644
index e9b8a9b..0000000
--- a/shaders/humus-dynamicbranching/9.vert
+++ /dev/null
@@ -1,38 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#define BRANCHING
-#line 2
-uniform vec3 lightPos;
-uniform vec3 camPos;
-uniform float invRadius;
-
-attribute vec2 textureCoord;
-attribute vec3 tangent;
-attribute vec3 binormal;
-attribute vec3 normal;
-
-varying vec2 texCoord;
-varying vec3 lVec;
-varying vec3 vVec;
-varying vec3 shadowVec;
-
-void main(){
- gl_Position = ftransform();
-
- texCoord = textureCoord;
-
- vec3 lightVec = invRadius * (lightPos - gl_Vertex.xyz);
- shadowVec = -lightVec;
- lVec.x = dot(lightVec, tangent);
- lVec.y = dot(lightVec, binormal);
- lVec.z = dot(lightVec, normal);
-
- vec3 viewVec = camPos - gl_Vertex.xyz;
- vVec.x = dot(viewVec, tangent);
- vVec.y = dot(viewVec, binormal);
- vVec.z = dot(viewVec, normal);
-}
-
-
-
diff --git a/shaders/humus-hdr/1.frag b/shaders/humus-hdr/1.shader_test
index d46a8cb..1651957 100644
--- a/shaders/humus-hdr/1.frag
+++ b/shaders/humus-hdr/1.shader_test
@@ -1,39 +1,91 @@
-#version 120
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
-
-varying vec2 texCoord, lmCoord;
-varying vec3 lightVec;
-varying vec3 vVec;
-
-
+
+varying vec2 texCoord, lmCoord;
+varying vec3 lightVec;
+varying vec3 vVec;
+
+
#line 36
-uniform sampler2D Base;
-uniform sampler2D Bump;
-uniform sampler2D LightMap;
-
-uniform vec2 plx;
-uniform float gloss;
-
-const vec3 lightColor = vec3(0.12, 0.14, 0.2);
-
-void main(){
- vec3 viewVec = normalize(vVec);
-
- float height = texture2D(Bump, texCoord).a;
- vec2 plxCoord = texCoord + (height * plx.x + plx.y) * viewVec.xy;
-
-
- vec3 base = texture2D(Base, plxCoord).rgb;
- vec3 bump = texture2D(Bump, plxCoord).xyz;
- vec3 normal = normalize(bump * 2.0 - 1.0);
-
- float diffuse = saturate(dot(lightVec, normal));
- float specular = pow(saturate(dot(reflect(-viewVec, normal), lightVec)), 16.0);
-
-
- vec4 shadow = texture2D(LightMap, lmCoord);
-
- gl_FragColor.rgb = lightColor * (shadow.x * (diffuse * base + gloss * specular) + 0.7 * shadow.w * base);
-}
+uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform sampler2D LightMap;
+
+uniform vec2 plx;
+uniform float gloss;
+
+const vec3 lightColor = vec3(0.12, 0.14, 0.2);
+
+void main(){
+ vec3 viewVec = normalize(vVec);
+
+ float height = texture2D(Bump, texCoord).a;
+ vec2 plxCoord = texCoord + (height * plx.x + plx.y) * viewVec.xy;
+
+
+ vec3 base = texture2D(Base, plxCoord).rgb;
+ vec3 bump = texture2D(Bump, plxCoord).xyz;
+ vec3 normal = normalize(bump * 2.0 - 1.0);
+
+ float diffuse = saturate(dot(lightVec, normal));
+ float specular = pow(saturate(dot(reflect(-viewVec, normal), lightVec)), 16.0);
+
+
+ vec4 shadow = texture2D(LightMap, lmCoord);
+
+ gl_FragColor.rgb = lightColor * (shadow.x * (diffuse * base + gloss * specular) + 0.7 * shadow.w * base);
+}
+
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+
+varying vec2 texCoord, lmCoord;
+varying vec3 lightVec;
+varying vec3 vVec;
+
+
+#line 8
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+attribute vec2 lightMapCoord;
+
+uniform vec3 lightDir;
+uniform vec3 camPos;
+
+void main(){
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ texCoord = textureCoord;
+ lmCoord = lightMapCoord;
+
+ lightVec.x = dot(lightDir, tangent);
+ lightVec.y = dot(lightDir, binormal);
+ lightVec.z = dot(lightDir, normal);
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+}
+
+
diff --git a/shaders/humus-hdr/1.vert b/shaders/humus-hdr/1.vert
deleted file mode 100644
index 7916aba..0000000
--- a/shaders/humus-hdr/1.vert
+++ /dev/null
@@ -1,37 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-
-varying vec2 texCoord, lmCoord;
-varying vec3 lightVec;
-varying vec3 vVec;
-
-
-#line 8
-attribute vec2 textureCoord;
-attribute vec3 tangent;
-attribute vec3 binormal;
-attribute vec3 normal;
-attribute vec2 lightMapCoord;
-
-uniform vec3 lightDir;
-uniform vec3 camPos;
-
-void main(){
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- texCoord = textureCoord;
- lmCoord = lightMapCoord;
-
- lightVec.x = dot(lightDir, tangent);
- lightVec.y = dot(lightDir, binormal);
- lightVec.z = dot(lightDir, normal);
-
- vec3 viewVec = camPos - gl_Vertex.xyz;
- vVec.x = dot(viewVec, tangent);
- vVec.y = dot(viewVec, binormal);
- vVec.z = dot(viewVec, normal);
-}
-
-
-
diff --git a/shaders/humus-hdr/10.shader_test b/shaders/humus-hdr/10.shader_test
new file mode 100644
index 0000000..9a007e9
--- /dev/null
+++ b/shaders/humus-hdr/10.shader_test
@@ -0,0 +1,63 @@
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+
+varying vec2 texCoord0;
+varying vec2 texCoord1;
+varying vec2 texCoord2;
+varying vec2 texCoord3;
+
+
+#line 24
+uniform sampler2D Image;
+
+void main(){
+ vec3 base = texture2D(Image, texCoord0).rgb;
+ base += texture2D(Image, texCoord1).rgb;
+ base += texture2D(Image, texCoord2).rgb;
+ base += texture2D(Image, texCoord3).rgb;
+
+ gl_FragColor.rgb = 0.25 * base.rgb;
+}
+
+
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+
+varying vec2 texCoord0;
+varying vec2 texCoord1;
+varying vec2 texCoord2;
+varying vec2 texCoord3;
+
+
+#line 9
+uniform vec2 sample0, sample1, sample2, sample3;
+
+void main(){
+ gl_Position = gl_Vertex;
+
+ vec2 texCoord = gl_Vertex.xy * 0.5 + 0.5;
+ texCoord0 = texCoord + sample0;
+ texCoord1 = texCoord + sample1;
+ texCoord2 = texCoord + sample2;
+ texCoord3 = texCoord + sample3;
+}
+
+
+
diff --git a/shaders/humus-hdr/5.frag b/shaders/humus-hdr/13.shader_test
index 9418882..7f6e13e 100644
--- a/shaders/humus-hdr/5.frag
+++ b/shaders/humus-hdr/13.shader_test
@@ -1,28 +1,50 @@
-#version 120
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
-
-varying vec2 texCoord;
-
-
+
+varying vec2 texCoord;
+
+
#line 15
-uniform sampler2D Base;
-uniform sampler2D Blur;
-
-uniform float exposure;
-uniform float range;
-uniform float blurStrength;
-
-void main(){
- vec4 base = texture2D(Base, texCoord);
- vec4 blur = texture2D(Blur, texCoord);
-
- blur.rgb = pow(blur.rgb, vec3(blurStrength));
-
- blur *= range;
-
- vec4 color = base + blur;
-
- gl_FragColor.rgb = 1.0 - exp(-exposure * color.rgb);
-}
+uniform sampler2D Base;
+uniform sampler2D Blur;
+
+uniform float exposure;
+uniform float range;
+uniform float blurStrength;
+
+void main(){
+ vec4 base = texture2D(Base, texCoord);
+ vec4 blur = texture2D(Blur, texCoord);
+
+ blur.rgb = pow(blur.rgb, vec3(blurStrength));
+
+ blur *= range;
+
+ vec4 color = base + blur;
+
+ gl_FragColor.rgb = 1.0 - exp(-exposure * color.rgb);
+}
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+
+varying vec2 texCoord;
+
+
+#line 6
+void main(){
+ gl_Position = gl_Vertex;
+
+ texCoord = gl_Vertex.xy * 0.5 + 0.5;
+}
+
+
diff --git a/shaders/humus-hdr/2.vert b/shaders/humus-hdr/2.vert
deleted file mode 100644
index b888dcc..0000000
--- a/shaders/humus-hdr/2.vert
+++ /dev/null
@@ -1,15 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-
-varying vec3 cubeCoord;
-
-
-#line 6
-void main(){
- gl_Position = gl_Vertex;
- cubeCoord = gl_MultiTexCoord0.xyz;
-}
-
-
-
diff --git a/shaders/humus-hdr/3.frag b/shaders/humus-hdr/3.frag
deleted file mode 100644
index ccd7b36..0000000
--- a/shaders/humus-hdr/3.frag
+++ /dev/null
@@ -1,26 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-
-varying vec2 texCoord0;
-varying vec2 texCoord1;
-varying vec2 texCoord2;
-varying vec2 texCoord3;
-
-
-#line 25
-uniform sampler2D Image;
-
-uniform float invRange;
-
-void main(){
- // Downscale and convert to fixed point
- vec3 base = texture2D(Image, texCoord0).rgb;
- base += texture2D(Image, texCoord1).rgb;
- base += texture2D(Image, texCoord2).rgb;
- base += texture2D(Image, texCoord3).rgb;
-
- // Clamp for nvidia ...
- gl_FragColor.rgb = min(base.rgb * invRange, 1.0);
-}
-
diff --git a/shaders/humus-hdr/3.vert b/shaders/humus-hdr/3.vert
deleted file mode 100644
index 5addf41..0000000
--- a/shaders/humus-hdr/3.vert
+++ /dev/null
@@ -1,26 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-
-varying vec2 texCoord0;
-varying vec2 texCoord1;
-varying vec2 texCoord2;
-varying vec2 texCoord3;
-
-
-#line 9
-uniform vec2 halfPixel;
-
-void main(){
- gl_Position = gl_Vertex;
-
- vec2 texCoord = gl_Vertex.xy * 0.5 + 0.5;
-
- texCoord0 = texCoord + halfPixel * vec2( 1, 1);
- texCoord1 = texCoord + halfPixel * vec2(-1, 1);
- texCoord2 = texCoord + halfPixel * vec2(-1, -1);
- texCoord3 = texCoord + halfPixel * vec2( 1, -1);
-}
-
-
-
diff --git a/shaders/humus-hdr/4.frag b/shaders/humus-hdr/4.frag
deleted file mode 100644
index c9f9c34..0000000
--- a/shaders/humus-hdr/4.frag
+++ /dev/null
@@ -1,22 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-
-varying vec2 texCoord0;
-varying vec2 texCoord1;
-varying vec2 texCoord2;
-varying vec2 texCoord3;
-
-
-#line 24
-uniform sampler2D Image;
-
-void main(){
- vec3 base = texture2D(Image, texCoord0).rgb;
- base += texture2D(Image, texCoord1).rgb;
- base += texture2D(Image, texCoord2).rgb;
- base += texture2D(Image, texCoord3).rgb;
-
- gl_FragColor.rgb = 0.25 * base.rgb;
-}
-
diff --git a/shaders/humus-hdr/2.frag b/shaders/humus-hdr/4.shader_test
index 646d789..5edbfac 100644
--- a/shaders/humus-hdr/2.frag
+++ b/shaders/humus-hdr/4.shader_test
@@ -1,23 +1,64 @@
-#version 120
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
-
-varying vec3 cubeCoord;
-
-
+
+varying vec3 cubeCoord;
+
+
#line 14
-uniform samplerCube RGB;
-uniform samplerCube Exp;
-
-uniform vec2 scaleBias;
-
-void main(){
- vec3 sky = textureCube(RGB, cubeCoord).rgb;
- float ex = textureCube(Exp, cubeCoord).x;
-
- // Expand RGBE
- sky *= exp2(ex * scaleBias.x + scaleBias.y);
-
- gl_FragColor.rgb = sky.rgb;
-}
+uniform samplerCube RGB;
+uniform samplerCube Exp;
+
+uniform vec2 scaleBias;
+
+void main(){
+ vec3 sky = textureCube(RGB, cubeCoord).rgb;
+ float ex = textureCube(Exp, cubeCoord).x;
+
+ // Expand RGBE
+ sky *= exp2(ex * scaleBias.x + scaleBias.y);
+
+ gl_FragColor.rgb = sky.rgb;
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+
+varying vec3 cubeCoord;
+
+
+#line 6
+void main(){
+ gl_Position = gl_Vertex;
+ cubeCoord = gl_MultiTexCoord0.xyz;
+}
+
+
diff --git a/shaders/humus-hdr/4.vert b/shaders/humus-hdr/4.vert
deleted file mode 100644
index 6dd49b7..0000000
--- a/shaders/humus-hdr/4.vert
+++ /dev/null
@@ -1,25 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-
-varying vec2 texCoord0;
-varying vec2 texCoord1;
-varying vec2 texCoord2;
-varying vec2 texCoord3;
-
-
-#line 9
-uniform vec2 sample0, sample1, sample2, sample3;
-
-void main(){
- gl_Position = gl_Vertex;
-
- vec2 texCoord = gl_Vertex.xy * 0.5 + 0.5;
- texCoord0 = texCoord + sample0;
- texCoord1 = texCoord + sample1;
- texCoord2 = texCoord + sample2;
- texCoord3 = texCoord + sample3;
-}
-
-
-
diff --git a/shaders/humus-hdr/5.vert b/shaders/humus-hdr/5.vert
deleted file mode 100644
index dd00aed..0000000
--- a/shaders/humus-hdr/5.vert
+++ /dev/null
@@ -1,16 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-
-varying vec2 texCoord;
-
-
-#line 6
-void main(){
- gl_Position = gl_Vertex;
-
- texCoord = gl_Vertex.xy * 0.5 + 0.5;
-}
-
-
-
diff --git a/shaders/humus-hdr/6.frag b/shaders/humus-hdr/6.frag
deleted file mode 100644
index 4c72c26..0000000
--- a/shaders/humus-hdr/6.frag
+++ /dev/null
@@ -1,6 +0,0 @@
-uniform vec4 color;
-void main()
-{
- gl_FragColor = color;
-}
-
diff --git a/shaders/humus-hdr/6.vert b/shaders/humus-hdr/6.vert
deleted file mode 100644
index b081d0f..0000000
--- a/shaders/humus-hdr/6.vert
+++ /dev/null
@@ -1,6 +0,0 @@
-attribute vec4 position;
-void main()
-{
- gl_Position = position;
-}
-
diff --git a/shaders/humus-hdr/7.shader_test b/shaders/humus-hdr/7.shader_test
new file mode 100644
index 0000000..0c8b415
--- /dev/null
+++ b/shaders/humus-hdr/7.shader_test
@@ -0,0 +1,77 @@
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+
+varying vec2 texCoord0;
+varying vec2 texCoord1;
+varying vec2 texCoord2;
+varying vec2 texCoord3;
+
+
+#line 25
+uniform sampler2D Image;
+
+uniform float invRange;
+
+void main(){
+ // Downscale and convert to fixed point
+ vec3 base = texture2D(Image, texCoord0).rgb;
+ base += texture2D(Image, texCoord1).rgb;
+ base += texture2D(Image, texCoord2).rgb;
+ base += texture2D(Image, texCoord3).rgb;
+
+ // Clamp for nvidia ...
+ gl_FragColor.rgb = min(base.rgb * invRange, 1.0);
+}
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+
+varying vec2 texCoord0;
+varying vec2 texCoord1;
+varying vec2 texCoord2;
+varying vec2 texCoord3;
+
+
+#line 9
+uniform vec2 halfPixel;
+
+void main(){
+ gl_Position = gl_Vertex;
+
+ vec2 texCoord = gl_Vertex.xy * 0.5 + 0.5;
+
+ texCoord0 = texCoord + halfPixel * vec2( 1, 1);
+ texCoord1 = texCoord + halfPixel * vec2(-1, 1);
+ texCoord2 = texCoord + halfPixel * vec2(-1, -1);
+ texCoord3 = texCoord + halfPixel * vec2( 1, -1);
+}
+
+
+
diff --git a/shaders/humus-portals/1.frag b/shaders/humus-portals/1.shader_test
index 9503ded..feb080a 100644
--- a/shaders/humus-portals/1.frag
+++ b/shaders/humus-portals/1.shader_test
@@ -1,32 +1,68 @@
+[require]
+GLSL >= 1.10
+
+[fragment shader]
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
#line 26
-
-
-uniform sampler2D Base;
-uniform sampler2D Bump;
-
-uniform float invRadius;
-uniform float ambient;
-
-varying vec2 texCoord;
-varying vec3 lightVec;
-varying vec3 viewVec;
-
-void main(){
- vec4 base = texture2D(Base, texCoord);
- vec3 bump = texture2D(Bump, texCoord).xyz * 2.0 - 1.0;
-
- bump = normalize(bump);
-
- float distSqr = dot(lightVec, lightVec);
- vec3 lVec = lightVec * inversesqrt(distSqr);
-
- float atten = clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0);
- float diffuse = clamp(dot(lVec, bump), 0.0, 1.0);
-
- float specular = pow(clamp(dot(reflect(normalize(-viewVec), bump), lVec), 0.0, 1.0), 16.0);
-
- gl_FragColor = ambient * base + (diffuse * base + 0.6 * specular) * atten;
-}
+
+
+uniform sampler2D Base;
+uniform sampler2D Bump;
+
+uniform float invRadius;
+uniform float ambient;
+
+varying vec2 texCoord;
+varying vec3 lightVec;
+varying vec3 viewVec;
+
+void main(){
+ vec4 base = texture2D(Base, texCoord);
+ vec3 bump = texture2D(Bump, texCoord).xyz * 2.0 - 1.0;
+
+ bump = normalize(bump);
+
+ float distSqr = dot(lightVec, lightVec);
+ vec3 lVec = lightVec * inversesqrt(distSqr);
+
+ float atten = clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0);
+ float diffuse = clamp(dot(lVec, bump), 0.0, 1.0);
+
+ float specular = pow(clamp(dot(reflect(normalize(-viewVec), bump), lVec), 0.0, 1.0), 16.0);
+
+ gl_FragColor = ambient * base + (diffuse * base + 0.6 * specular) * atten;
+}
+
+
+[vertex shader]
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#line 0
+
+
+varying vec2 texCoord;
+varying vec3 lightVec;
+varying vec3 viewVec;
+
+uniform vec3 lightPos;
+uniform vec3 camPos;
+
+void main(){
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ texCoord = gl_MultiTexCoord0.xy;
+
+ vec3 lVec = lightPos - gl_Vertex.xyz;
+ lightVec.x = dot(gl_MultiTexCoord1.xyz, lVec);
+ lightVec.y = dot(gl_MultiTexCoord2.xyz, lVec);
+ lightVec.z = dot(gl_MultiTexCoord3.xyz, lVec);
+
+ vec3 vVec = camPos - gl_Vertex.xyz;
+ viewVec.x = dot(gl_MultiTexCoord1.xyz, vVec);
+ viewVec.y = dot(gl_MultiTexCoord2.xyz, vVec);
+ viewVec.z = dot(gl_MultiTexCoord3.xyz, vVec);
+}
+
+
diff --git a/shaders/humus-portals/1.vert b/shaders/humus-portals/1.vert
deleted file mode 100644
index 7a83406..0000000
--- a/shaders/humus-portals/1.vert
+++ /dev/null
@@ -1,30 +0,0 @@
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 0
-
-
-varying vec2 texCoord;
-varying vec3 lightVec;
-varying vec3 viewVec;
-
-uniform vec3 lightPos;
-uniform vec3 camPos;
-
-void main(){
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- texCoord = gl_MultiTexCoord0.xy;
-
- vec3 lVec = lightPos - gl_Vertex.xyz;
- lightVec.x = dot(gl_MultiTexCoord1.xyz, lVec);
- lightVec.y = dot(gl_MultiTexCoord2.xyz, lVec);
- lightVec.z = dot(gl_MultiTexCoord3.xyz, lVec);
-
- vec3 vVec = camPos - gl_Vertex.xyz;
- viewVec.x = dot(gl_MultiTexCoord1.xyz, vVec);
- viewVec.y = dot(gl_MultiTexCoord2.xyz, vVec);
- viewVec.z = dot(gl_MultiTexCoord3.xyz, vVec);
-}
-
-
-
diff --git a/shaders/humus-portals/2.frag b/shaders/humus-portals/2.frag
deleted file mode 100644
index 4c72c26..0000000
--- a/shaders/humus-portals/2.frag
+++ /dev/null
@@ -1,6 +0,0 @@
-uniform vec4 color;
-void main()
-{
- gl_FragColor = color;
-}
-
diff --git a/shaders/humus-portals/2.vert b/shaders/humus-portals/2.vert
deleted file mode 100644
index b081d0f..0000000
--- a/shaders/humus-portals/2.vert
+++ /dev/null
@@ -1,6 +0,0 @@
-attribute vec4 position;
-void main()
-{
- gl_Position = position;
-}
-
diff --git a/shaders/humus-raytracedshadows/1.frag b/shaders/humus-raytracedshadows/1.frag
deleted file mode 100644
index 00a7027..0000000
--- a/shaders/humus-raytracedshadows/1.frag
+++ /dev/null
@@ -1,25 +0,0 @@
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#define SHADOW_SOFTNESS 0.0005
-#define SPHERE_COUNT 7
-#line 26
-
-
-varying vec3 lightVec;
-varying vec4 sphereVec[SPHERE_COUNT];
-
-void main(){
- vec4 shadow = vec4(1.0);
-
- vec3 lVec = lightVec / dot(lightVec, lightVec);
- for (int i = 0; i < SPHERE_COUNT; i++){
- float t = saturate(dot(sphereVec[i].xyz, lVec));
- vec3 p = t * lightVec - sphereVec[i].xyz;
- float len = dot(p, p);
-
- shadow.w *= saturate(SHADOW_SOFTNESS * len - sphereVec[i].w);
- }
-
- gl_FragColor = shadow;
-}
-
diff --git a/shaders/humus-raytracedshadows/1.vert b/shaders/humus-raytracedshadows/1.vert
deleted file mode 100644
index b480549..0000000
--- a/shaders/humus-raytracedshadows/1.vert
+++ /dev/null
@@ -1,32 +0,0 @@
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#define SHADOW_SOFTNESS 0.0005
-#define SPHERE_COUNT 7
-#line 0
-
-
-uniform float scale;
-uniform vec3 offset;
-
-uniform vec3 lightPos;
-uniform vec4 spherePos[SPHERE_COUNT];
-
-varying vec3 lightVec;
-varying vec4 sphereVec[SPHERE_COUNT];
-
-void main(){
- vec4 pos = gl_Vertex;
- pos.xyz *= scale;
- pos.xyz += offset;
-
- gl_Position = gl_ModelViewProjectionMatrix * pos;
-
- lightVec = lightPos - pos.xyz;
- for (int i = 0; i < SPHERE_COUNT; i++){
- sphereVec[i].xyz = spherePos[i].xyz - pos.xyz;
- sphereVec[i].w = spherePos[i].w * SHADOW_SOFTNESS - 0.5;
- }
-}
-
-
-
diff --git a/shaders/humus-raytracedshadows/2.frag b/shaders/humus-raytracedshadows/2.frag
deleted file mode 100644
index 6307be1..0000000
--- a/shaders/humus-raytracedshadows/2.frag
+++ /dev/null
@@ -1,20 +0,0 @@
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 26
-
-
-uniform sampler2D Base;
-uniform sampler2D Bump;
-
-varying vec2 texCoord;
-varying vec3 lVec;
-
-void main(){
- vec4 base = texture2D(Base, texCoord);
- vec3 bump = normalize(texture2D(Bump, texCoord).xyz * 2.0 - 1.0);
-
- float diffuse = dot(normalize(lVec), bump);
-
- gl_FragColor = diffuse * base;
-}
-
diff --git a/shaders/humus-raytracedshadows/2.vert b/shaders/humus-raytracedshadows/2.vert
deleted file mode 100644
index 195cb8e..0000000
--- a/shaders/humus-raytracedshadows/2.vert
+++ /dev/null
@@ -1,30 +0,0 @@
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 0
-
-
-uniform vec3 lightPos;
-uniform vec3 camPos;
-
-attribute vec2 textureCoord;
-attribute vec3 tangent;
-attribute vec3 binormal;
-attribute vec3 normal;
-
-varying vec2 texCoord;
-varying vec3 lVec;
-
-void main(){
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- texCoord = textureCoord;
-
- vec3 lightVec = lightPos - gl_Vertex.xyz;
- vec3 viewVec = lightPos - gl_Vertex.xyz;
-
- lVec.x = dot(lightVec, tangent);
- lVec.y = dot(lightVec, binormal);
- lVec.z = dot(lightVec, normal);
-}
-
-
-
diff --git a/shaders/humus-raytracedshadows/3.frag b/shaders/humus-raytracedshadows/3.frag
deleted file mode 100644
index 649ceaf..0000000
--- a/shaders/humus-raytracedshadows/3.frag
+++ /dev/null
@@ -1,15 +0,0 @@
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 12
-
-
-uniform sampler2D Base;
-
-varying vec2 texCoord;
-
-void main(){
- vec4 base = texture2D(Base, texCoord);
-
- gl_FragColor = 0.17 * base;
-}
-
diff --git a/shaders/humus-raytracedshadows/3.vert b/shaders/humus-raytracedshadows/3.vert
deleted file mode 100644
index 899dc72..0000000
--- a/shaders/humus-raytracedshadows/3.vert
+++ /dev/null
@@ -1,16 +0,0 @@
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 0
-
-
-attribute vec2 textureCoord;
-
-varying vec2 texCoord;
-
-void main(){
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- texCoord = textureCoord;
-}
-
-
-
diff --git a/shaders/humus-raytracedshadows/4.frag b/shaders/humus-raytracedshadows/4.frag
deleted file mode 100644
index 62bb66b..0000000
--- a/shaders/humus-raytracedshadows/4.frag
+++ /dev/null
@@ -1,22 +0,0 @@
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 25
-
-
-uniform vec4 color;
-
-varying vec3 lVec;
-varying vec3 vVec;
-varying vec3 norm;
-
-void main(){
- vec3 lightVec = (lVec);
- vec3 viewVec = (vVec);
- vec3 normal = normalize(norm);
-
- float diffuse = saturate(dot(lightVec, normal));
- float specular = pow(saturate(dot(reflect(-viewVec, normal), lightVec)), 20.0);
-
- gl_FragColor = diffuse * color + specular;
-}
-
diff --git a/shaders/humus-raytracedshadows/4.vert b/shaders/humus-raytracedshadows/4.vert
deleted file mode 100644
index 9994755..0000000
--- a/shaders/humus-raytracedshadows/4.vert
+++ /dev/null
@@ -1,29 +0,0 @@
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 0
-
-
-uniform float scale;
-uniform vec3 offset;
-
-uniform vec3 lightPos;
-uniform vec3 camPos;
-
-varying vec3 lVec;
-varying vec3 vVec;
-varying vec3 norm;
-
-void main(){
- vec4 pos = gl_Vertex;
- pos.xyz *= scale;
- pos.xyz += offset;
-
- gl_Position = gl_ModelViewProjectionMatrix * pos;
-
- lVec = normalize(lightPos - pos.xyz);
- vVec = normalize(camPos - pos.xyz);
- norm = gl_Vertex.xyz;
-}
-
-
-
diff --git a/shaders/humus-raytracedshadows/5.frag b/shaders/humus-raytracedshadows/5.frag
deleted file mode 100644
index 43cbb45..0000000
--- a/shaders/humus-raytracedshadows/5.frag
+++ /dev/null
@@ -1,16 +0,0 @@
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 22
-
-
-uniform vec4 color;
-
-varying vec3 lightVec;
-varying vec3 normal;
-
-void main(){
- float diffuse = 0.17 * (0.4 * dot(lightVec, normal) + 0.6);
-
- gl_FragColor = diffuse * color;
-}
-
diff --git a/shaders/humus-raytracedshadows/5.vert b/shaders/humus-raytracedshadows/5.vert
deleted file mode 100644
index 3c3c10a..0000000
--- a/shaders/humus-raytracedshadows/5.vert
+++ /dev/null
@@ -1,26 +0,0 @@
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 0
-
-
-uniform vec3 lightPos;
-
-uniform float scale;
-uniform vec3 offset;
-
-varying vec3 lightVec;
-varying vec3 normal;
-
-void main(){
- vec4 pos = gl_Vertex;
- pos.xyz *= scale;
- pos.xyz += offset;
-
- gl_Position = gl_ModelViewProjectionMatrix * pos;
-
- lightVec = normalize(lightPos - pos.xyz);
- normal = gl_Vertex.xyz;
-}
-
-
-
diff --git a/shaders/humus-raytracedshadows/6.frag b/shaders/humus-raytracedshadows/6.frag
deleted file mode 100644
index 4c72c26..0000000
--- a/shaders/humus-raytracedshadows/6.frag
+++ /dev/null
@@ -1,6 +0,0 @@
-uniform vec4 color;
-void main()
-{
- gl_FragColor = color;
-}
-
diff --git a/shaders/humus-raytracedshadows/6.vert b/shaders/humus-raytracedshadows/6.vert
deleted file mode 100644
index b081d0f..0000000
--- a/shaders/humus-raytracedshadows/6.vert
+++ /dev/null
@@ -1,6 +0,0 @@
-attribute vec4 position;
-void main()
-{
- gl_Position = position;
-}
-
diff --git a/shaders/humus-volumetricfogging2/1.frag b/shaders/humus-volumetricfogging2/1.shader_test
index d2aacd6..758ee60 100644
--- a/shaders/humus-volumetricfogging2/1.frag
+++ b/shaders/humus-volumetricfogging2/1.shader_test
@@ -1,86 +1,153 @@
-#version 120
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
#define saturate(x) clamp(x,0.0,1.0)
#define lerp mix
#define COUNT 40
#define FIRST_PASS
#line 52
-uniform sampler2D Base;
-uniform sampler2D Bump;
-uniform sampler3D Fog;
-uniform sampler3D LightMap;
-
-varying vec2 texCoord;
-varying vec3 lVec;
-varying vec3 vVec;
-
-varying vec3 dir;
-
-varying vec3 fogCrd;
-varying vec3 shadowCrd;
-
-uniform float fogStart;
-uniform vec3 shadowStart;
-
-uniform vec4 fogScaleBias;
-uniform vec3 shadowScale, shadowBias;
-
-void main(){
- const vec3 fogColor = vec3(0.9, 1.0, 0.8);
- const float fogDensity = 0.005;
-
- float n = fogDensity * length(dir);
-
- vec3 fogCoord = fogCrd;
- vec3 shadowCoord = shadowCrd;
-
-#ifdef FIRST_PASS
-
- // Regular per pixel lighting
- float atten = 1.0 / (1.0 + 0.000001 * dot(lVec, lVec));
- vec3 lightVec = normalize(lVec);
- vec3 viewVec = normalize(vVec);
-
- vec3 base = texture2D(Base, texCoord).rgb;
- vec3 normal = normalize(texture2D(Bump, texCoord).xyz * 2.0 - 1.0);
-
- float diffuse = saturate(dot(lightVec, normal));
- float specular = pow(saturate(dot(reflect(-viewVec, normal), lightVec)), 16.0);
-
- float shadow = texture3D(LightMap, shadowCrd).x;
-
- vec3 lighting = atten * shadow * (diffuse * base + 0.5 * specular) + 0.14 * base;
-#else
-
- // For later passes, continue the fog computation where we stopped last pass
- fogCoord += fogStart * dir;
- shadowCoord += shadowStart * dir;
-
-#endif
-
- float a = 1.0;
- float b = 0.0;
-
- // Volumetric fog computation
- for (int i = 0; i < COUNT; i++){
- fogCoord += fogScaleBias.w * dir;
- shadowCoord += shadowScale * dir;
-
- float fog = texture3D(Fog, fogCoord).x;
- float shadow = texture3D(LightMap, shadowCoord).x;
-
- // Compute weighting factors. This implements the commented out lerp more efficiently.
- float x = 1.0 - fog * n;
- a *= x;
- b = lerp(shadow, b, x);
- }
-
-#ifdef FIRST_PASS
- gl_FragColor.rgb = lighting * a + fogColor * b;
-#else
- // "lighting" is in the framebuffer, so we use alpha blending to multiply it with "a".
- gl_FragColor.rgb = b * fogColor;
- gl_FragColor.a = a;
-#endif
-
-}
+uniform sampler2D Base;
+uniform sampler2D Bump;
+uniform sampler3D Fog;
+uniform sampler3D LightMap;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+
+varying vec3 dir;
+
+varying vec3 fogCrd;
+varying vec3 shadowCrd;
+
+uniform float fogStart;
+uniform vec3 shadowStart;
+
+uniform vec4 fogScaleBias;
+uniform vec3 shadowScale, shadowBias;
+
+void main(){
+ const vec3 fogColor = vec3(0.9, 1.0, 0.8);
+ const float fogDensity = 0.005;
+
+ float n = fogDensity * length(dir);
+
+ vec3 fogCoord = fogCrd;
+ vec3 shadowCoord = shadowCrd;
+
+#ifdef FIRST_PASS
+
+ // Regular per pixel lighting
+ float atten = 1.0 / (1.0 + 0.000001 * dot(lVec, lVec));
+ vec3 lightVec = normalize(lVec);
+ vec3 viewVec = normalize(vVec);
+
+ vec3 base = texture2D(Base, texCoord).rgb;
+ vec3 normal = normalize(texture2D(Bump, texCoord).xyz * 2.0 - 1.0);
+
+ float diffuse = saturate(dot(lightVec, normal));
+ float specular = pow(saturate(dot(reflect(-viewVec, normal), lightVec)), 16.0);
+
+ float shadow = texture3D(LightMap, shadowCrd).x;
+
+ vec3 lighting = atten * shadow * (diffuse * base + 0.5 * specular) + 0.14 * base;
+#else
+
+ // For later passes, continue the fog computation where we stopped last pass
+ fogCoord += fogStart * dir;
+ shadowCoord += shadowStart * dir;
+
+#endif
+
+ float a = 1.0;
+ float b = 0.0;
+
+ // Volumetric fog computation
+ for (int i = 0; i < COUNT; i++){
+ fogCoord += fogScaleBias.w * dir;
+ shadowCoord += shadowScale * dir;
+
+ float fog = texture3D(Fog, fogCoord).x;
+ float shadow = texture3D(LightMap, shadowCoord).x;
+
+ // Compute weighting factors. This implements the commented out lerp more efficiently.
+ float x = 1.0 - fog * n;
+ a *= x;
+ b = lerp(shadow, b, x);
+ }
+
+#ifdef FIRST_PASS
+ gl_FragColor.rgb = lighting * a + fogColor * b;
+#else
+ // "lighting" is in the framebuffer, so we use alpha blending to multiply it with "a".
+ gl_FragColor.rgb = b * fogColor;
+ gl_FragColor.a = a;
+#endif
+
+}
+
+
+
+
+
+
+
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#define COUNT 40
+#define FIRST_PASS
+#line 2
+uniform mat4 mvp;
+
+uniform vec3 lightPos;
+uniform vec3 camPos;
+
+attribute vec2 textureCoord;
+attribute vec3 tangent;
+attribute vec3 binormal;
+attribute vec3 normal;
+
+varying vec2 texCoord;
+varying vec3 lVec;
+varying vec3 vVec;
+
+varying vec3 dir;
+
+varying vec3 fogCrd;
+varying vec3 shadowCrd;
+
+
+uniform vec4 fogScaleBias;
+uniform vec3 shadowScale, shadowBias;
+
+void main(){
+ gl_Position = mvp * gl_Vertex;
+
+ vec3 viewVec = camPos - gl_Vertex.xyz;
+
+#ifdef FIRST_PASS
+ texCoord = textureCoord;
+
+ vec3 lightVec = lightPos - gl_Vertex.xyz;
+ lVec.x = dot(lightVec, tangent);
+ lVec.y = dot(lightVec, binormal);
+ lVec.z = dot(lightVec, normal);
+
+ vVec.x = dot(viewVec, tangent);
+ vVec.y = dot(viewVec, binormal);
+ vVec.z = dot(viewVec, normal);
+#endif
+
+ dir = viewVec / 40.0;
+
+ fogCrd = gl_Vertex.xyz * fogScaleBias.w + fogScaleBias.xyz;
+ shadowCrd = gl_Vertex.xyz * shadowScale + shadowBias;
+}
+
+
diff --git a/shaders/humus-volumetricfogging2/1.vert b/shaders/humus-volumetricfogging2/1.vert
deleted file mode 100644
index 6b1d7af..0000000
--- a/shaders/humus-volumetricfogging2/1.vert
+++ /dev/null
@@ -1,55 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#define COUNT 40
-#define FIRST_PASS
-#line 2
-uniform mat4 mvp;
-
-uniform vec3 lightPos;
-uniform vec3 camPos;
-
-attribute vec2 textureCoord;
-attribute vec3 tangent;
-attribute vec3 binormal;
-attribute vec3 normal;
-
-varying vec2 texCoord;
-varying vec3 lVec;
-varying vec3 vVec;
-
-varying vec3 dir;
-
-varying vec3 fogCrd;
-varying vec3 shadowCrd;
-
-
-uniform vec4 fogScaleBias;
-uniform vec3 shadowScale, shadowBias;
-
-void main(){
- gl_Position = mvp * gl_Vertex;
-
- vec3 viewVec = camPos - gl_Vertex.xyz;
-
-#ifdef FIRST_PASS
- texCoord = textureCoord;
-
- vec3 lightVec = lightPos - gl_Vertex.xyz;
- lVec.x = dot(lightVec, tangent);
- lVec.y = dot(lightVec, binormal);
- lVec.z = dot(lightVec, normal);
-
- vVec.x = dot(viewVec, tangent);
- vVec.y = dot(viewVec, binormal);
- vVec.z = dot(viewVec, normal);
-#endif
-
- dir = viewVec / 40.0;
-
- fogCrd = gl_Vertex.xyz * fogScaleBias.w + fogScaleBias.xyz;
- shadowCrd = gl_Vertex.xyz * shadowScale + shadowBias;
-}
-
-
-
diff --git a/shaders/humus-volumetricfogging2/12.shader_test b/shaders/humus-volumetricfogging2/12.shader_test
new file mode 100644
index 0000000..7497b6b
--- /dev/null
+++ b/shaders/humus-volumetricfogging2/12.shader_test
@@ -0,0 +1,22 @@
+[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/humus-volumetricfogging2/2.frag b/shaders/humus-volumetricfogging2/2.frag
deleted file mode 100644
index 469786f..0000000
--- a/shaders/humus-volumetricfogging2/2.frag
+++ /dev/null
@@ -1,8 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 11
-void main(){
- gl_FragColor = vec4(0.0);
-}
-
diff --git a/shaders/humus-volumetricfogging2/2.vert b/shaders/humus-volumetricfogging2/2.vert
deleted file mode 100644
index e42df26..0000000
--- a/shaders/humus-volumetricfogging2/2.vert
+++ /dev/null
@@ -1,12 +0,0 @@
-#version 120
-#define saturate(x) clamp(x,0.0,1.0)
-#define lerp mix
-#line 2
-uniform mat4 mvp;
-
-void main(){
- gl_Position = mvp * gl_Vertex;
-}
-
-
-
diff --git a/shaders/humus-volumetricfogging2/3.frag b/shaders/humus-volumetricfogging2/3.frag
deleted file mode 100644
index 4c72c26..0000000
--- a/shaders/humus-volumetricfogging2/3.frag
+++ /dev/null
@@ -1,6 +0,0 @@
-uniform vec4 color;
-void main()
-{
- gl_FragColor = color;
-}
-
diff --git a/shaders/humus-volumetricfogging2/3.vert b/shaders/humus-volumetricfogging2/3.vert
deleted file mode 100644
index b081d0f..0000000
--- a/shaders/humus-volumetricfogging2/3.vert
+++ /dev/null
@@ -1,6 +0,0 @@
-attribute vec4 position;
-void main()
-{
- gl_Position = position;
-}
-
diff --git a/shaders/humus-volumetricfogging2/4.shader_test b/shaders/humus-volumetricfogging2/4.shader_test
new file mode 100644
index 0000000..be18f26
--- /dev/null
+++ b/shaders/humus-volumetricfogging2/4.shader_test
@@ -0,0 +1,25 @@
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#line 11
+void main(){
+ gl_FragColor = vec4(0.0);
+}
+
+[vertex shader]
+#version 130
+#define saturate(x) clamp(x,0.0,1.0)
+#define lerp mix
+#line 2
+uniform mat4 mvp;
+
+void main(){
+ gl_Position = mvp * gl_Vertex;
+}
+
+
+
diff --git a/shaders/humus-volumetricfogging2/9.shader_test b/shaders/humus-volumetricfogging2/9.shader_test
new file mode 100644
index 0000000..30ba541
--- /dev/null
+++ b/shaders/humus-volumetricfogging2/9.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;
+}
+