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path: root/shaders/tesseract/323.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;
        
        attribute vec4 vboneweight, vboneindex; 
        #pragma CUBE2_uniform animdata
        uniform vec4 animdata[192];
    
        uniform mat4 modelmatrix;
        uniform mat3 modelworld;
        uniform vec3 modelcamera;
        uniform vec2 texscroll;
        
            varying mat3 world;
        
        
            varying vec3 camvec;
        
        
        varying vec2 texcoord0;

        void main(void)
        {
            
        int index = int(vboneindex.x);
        
            vec4 dqreal = animdata[index] * vboneweight.x;
            vec4 dqdual = animdata[index+1] * vboneweight.x;
            index = int(vboneindex.y);
            dqreal += animdata[index] * vboneweight.y;
            dqdual += animdata[index+1] * vboneweight.y;
            
                index = int(vboneindex.z);
                dqreal += animdata[index] * vboneweight.z;
                dqdual += animdata[index+1] * vboneweight.z;
            
            
                index = int(vboneindex.w);
                dqreal += animdata[index] * vboneweight.w;
                dqdual += animdata[index+1] * vboneweight.w;
            
            float len = length(dqreal);
            dqreal /= len;
            dqdual /= len;
        

        vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);

        
            vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
            
        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;

            

            
                camvec = modelworld * normalize(modelcamera - mpos.xyz);
            

            
                
                
                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 vec2 envmapscale;
            varying vec3 camvec;
        
        uniform vec4 colorscale;
        uniform vec2 fullbright;
        uniform vec2 maskscale;
        uniform float alphatest;
        uniform sampler2D tex0;
        uniform sampler2D tex1;
        uniform samplerCube tex2;
        uniform sampler2D tex3;
        
        
        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);

            
                if(diffuse.a <= alphatest)
                    discard;
            

            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; 

                
                    vec3 camn = normalize(camvec);
                    float invfresnel = dot(camn, normal);
                    vec3 rvec = 2.0*invfresnel*normal - camn;
                    float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
                    vec3 reflect = textureCube(tex2, rvec).rgb;
                    gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b); 
                
            
            gcolor.a = 0.5*spec;

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

            
                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
    

            
        
        
    
        }