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-rw-r--r--shaders/warsow/15.vert151
1 files changed, 0 insertions, 151 deletions
diff --git a/shaders/warsow/15.vert b/shaders/warsow/15.vert
deleted file mode 100644
index 6ee1e1e..0000000
--- a/shaders/warsow/15.vert
+++ /dev/null
@@ -1,151 +0,0 @@
-#define VERTEX_SHADER
-// Warsow GLSL shader
-
-#if !defined(__GLSL_CG_DATA_TYPES)
-#define myhalf float
-#define myhalf2 vec2
-#define myhalf3 vec3
-#define myhalf4 vec4
-#else
-#define myhalf half
-#define myhalf2 half2
-#define myhalf3 half3
-#define myhalf4 half4
-#endif
-
-varying vec4 TexCoord;
-varying vec4 ProjVector;
-#ifdef APPLY_EYEDOT
-varying vec3 EyeVector;
-#endif
-
-#ifdef VERTEX_SHADER
-// Vertex shader
-
-#ifdef APPLY_EYEDOT
-uniform vec3 EyeOrigin;
-uniform float FrontPlane;
-#endif
-
-void main(void)
-{
-gl_FrontColor = gl_Color;
-
-mat4 textureMatrix;
-
-textureMatrix = gl_TextureMatrix[0];
-TexCoord.st = vec2 (textureMatrix * gl_MultiTexCoord0);
-
-textureMatrix = gl_TextureMatrix[0];
-textureMatrix[0] = -textureMatrix[0];
-textureMatrix[1] = -textureMatrix[1];
-TexCoord.pq = vec2 (textureMatrix * gl_MultiTexCoord0);
-
-#ifdef APPLY_EYEDOT
-mat3 strMatrix;
-strMatrix[0] = gl_MultiTexCoord1.xyz;
-strMatrix[2] = gl_Normal.xyz;
-strMatrix[1] = gl_MultiTexCoord1.w * cross (strMatrix[2], strMatrix[0]);
-
-vec3 EyeVectorWorld = (EyeOrigin - gl_Vertex.xyz) * FrontPlane;
-EyeVector = EyeVectorWorld * strMatrix;
-#endif
-
-gl_Position = ftransform();
-ProjVector = gl_Position;
-#ifdef APPLY_CLIPPING
-#ifdef __GLSL_CG_DATA_TYPES
-gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
-#endif
-#endif
-}
-
-#endif // VERTEX_SHADER
-
-
-#ifdef FRAGMENT_SHADER
-// Fragment shader
-
-#ifdef APPLY_DUDV
-uniform sampler2D DuDvMapTexture;
-#endif
-
-#ifdef APPLY_EYEDOT
-uniform sampler2D NormalmapTexture;
-#endif
-uniform sampler2D ReflectionTexture;
-uniform sampler2D RefractionTexture;
-uniform float TextureWidth, TextureHeight;
-
-void main(void)
-{
-myhalf3 color;
-
-#ifdef APPLY_DUDV
-vec3 displacement = vec3(texture2D(DuDvMapTexture, vec2(TexCoord.pq) * vec2(0.25)));
-vec2 coord = vec2(TexCoord.st) + vec2(displacement) * vec2 (0.2);
-
-vec3 fdist = vec3 (normalize(vec3(texture2D(DuDvMapTexture, coord)) - vec3 (0.5))) * vec3(0.005);
-#else
-vec3 fdist = vec3(0.0);
-#endif
-
-// get projective texcoords
-float scale = float(1.0 / float(ProjVector.w));
-float inv2NW = 1.0 / (2.0 * float (TextureWidth));
-float inv2NH = 1.0 / (2.0 * float (TextureHeight));
-vec2 projCoord = (vec2(ProjVector.xy) * scale + vec2 (1.0)) * vec2 (0.5) + vec2(fdist.xy);
-projCoord.s = float (clamp (float(projCoord.s), inv2NW, 1.0 - inv2NW));
-projCoord.t = float (clamp (float(projCoord.t), inv2NH, 1.0 - inv2NH));
-
-
-myhalf3 refr = myhalf3(0.0);
-myhalf3 refl = myhalf3(0.0);
-
-#ifdef APPLY_EYEDOT
-// calculate dot product between the surface normal and eye vector
-// great for simulating varying water translucency based on the view angle
-myhalf3 surfaceNormal = normalize(myhalf3(texture2D(NormalmapTexture, coord)) - myhalf3 (0.5));
-vec3 eyeNormal = normalize(myhalf3(EyeVector));
-
-float refrdot = float(dot(surfaceNormal, eyeNormal));
-//refrdot = float (clamp (refrdot, 0.0, 1.0));
-float refldot = 1.0 - refrdot;
-// get refraction and reflection
-
-#ifdef APPLY_REFRACTION
-refr = (myhalf3(texture2D(RefractionTexture, projCoord))) * refrdot;
-#endif
-#ifdef APPLY_REFLECTION
-refl = (myhalf3(texture2D(ReflectionTexture, projCoord))) * refldot;
-#endif
-
-#else
-
-#ifdef APPLY_REFRACTION
-refr = (myhalf3(texture2D(RefractionTexture, projCoord)));
-#endif
-#ifdef APPLY_REFLECTION
-refl = (myhalf3(texture2D(ReflectionTexture, projCoord)));
-#endif
-
-#endif
-
-// add reflection and refraction
-#ifdef APPLY_DISTORTION_ALPHA
-color = myhalf3(gl_Color.rgb) + myhalf3(mix (refr, refl, float(gl_Color.a)));
-#else
-color = myhalf3(gl_Color.rgb) + refr + refl;
-#endif
-
-#ifdef APPLY_GRAYSCALE
-float grey = dot(color, myhalf3(0.299, 0.587, 0.114));
-gl_FragColor = vec4(vec3(grey),1.0);
-#else
-gl_FragColor = vec4(vec3(color),1.0);
-#endif
-}
-
-#endif // FRAGMENT_SHADER
-
-