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path: root/shaders/tesseract/302.shader_test
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[require]
GLSL >= 1.10

[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 vec3 nvec;
        
        
        
        varying vec2 texcoord0;

        void main(void)
        {
            
                #define mpos vvertex
                #define mquat vtangent
                
        vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
    
            

            gl_Position = modelmatrix * mpos;

            texcoord0 = vtexcoord0 + texscroll;

            

            

            
                nvec = modelworld * mnormal;
            
        }
    
[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 vec3 nvec;
        
        
        uniform vec4 colorscale;
        uniform vec2 fullbright;
        uniform vec2 maskscale;
        
        uniform sampler2D tex0;
        
        
        
        
        
        fragdata(0, gcolor, vec4)
        fragdata(1, gnormal, vec4)
        fragdata(2, gglow, vec4)
        
        
    
        varying vec2 texcoord0;
        uniform float aamask;

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

            

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

            

            
                vec3 normal = normalize(nvec);
                
            

            float spec = maskscale.x;
            
            gcolor.a = 0.5*spec;

            
                float glowk = fullbright.y, colork = fullbright.x-fullbright.y;
            

            
                gglow.rgb = gcolor.rgb*glowk;
                gcolor.rgb *= colork;
                #define packnorm colorscale.a
            

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

            
        
        
    
        }