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path: root/shaders/tesseract/247.shader_test
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[require]
GLSL >= 1.20

[vertex shader]
#version 120
#extension GL_ARB_texture_rectangle : enable
#define flat
#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
attribute vec4 vvertex, vtangent;
        attribute vec2 vtexcoord0;
        
        uniform mat4 modelmatrix;
        uniform mat3 modelworld;
        uniform vec3 modelcamera;
        uniform vec2 texscroll;
        
            varying mat3 world;
        
        
        
        varying vec2 texcoord0;


uniform vec4 specscale;

uniform vec4 envscale;
        void main(void)
        {
            
                #define mpos vvertex
                #define mquat vtangent
                
        vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
        vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
        vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
        
        
    
            

            gl_Position = modelmatrix * mpos;

            texcoord0 = vtexcoord0 + texscroll;

            

            

            
                
                
                vec3 wnormal = modelworld * mnormal;
                vec3 wtangent = modelworld * mtangent;
                vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
                world = mat3(wtangent, wbitangent, wnormal);
            
        }
    
[fragment shader]
#version 120
#extension GL_ARB_texture_rectangle : enable
#define flat
#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
#define fragdata(loc, name, type)
#define gcolor gl_FragData[0]
#define gnormal gl_FragData[1]
#define gglow gl_FragData[2]
varying mat3 world; 
        
        
        uniform vec4 colorscale;
        uniform vec2 fullbright;
        uniform vec2 maskscale;
        
        uniform sampler2D tex0;
        uniform sampler2D tex1;
        
        uniform sampler2D tex3;
        
        
        fragdata(0, gcolor, vec4)
        fragdata(1, gnormal, vec4)
        fragdata(2, gglow, vec4)
        
        
    
        varying vec2 texcoord0;
        uniform float aamask;


uniform vec4 specscale;

uniform vec4 envscale;
        void main(void)
        {
            vec4 diffuse = texture2D(tex0, texcoord0);

            

            gcolor.rgb = diffuse.rgb*colorscale.rgb;

            

            
                vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
                
                normal = normalize(world * normal);
            

            float spec = maskscale.x;
            
                vec3 masks = texture2D(tex1, texcoord0).rgb;
                spec *= masks.r; 

                
            
            gcolor.a = 0.5*spec;

            
                float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0); 
            

            
        
        glowk /= glowk + colork + 1.0e-3;
        gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
        #define packnorm 1.0-glowk
    

            
        gnormal.rgb = normal*0.5 + 0.5;
        #ifdef packnorm
            gnormal.a = (packnorm);
        #else
            gnormal.a = 1.0;
        #endif
    

            
        
        
    
        }