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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;
uniform mat4 lightmatrix;
void main(void)
{
gl_Position = lightmatrix * vvertex;
}
[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 fragcolor gl_FragData[0]
uniform sampler2DRect tex0, tex1, tex3 ;
uniform vec4 lightpos[2];
uniform vec3 lightcolor[2];
uniform vec3 splitcenter[3];
uniform vec3 splitbounds[3];
uniform vec3 splitscale[3];
uniform vec3 splitoffset[3];
uniform vec3 camera;
uniform mat4 worldmatrix;
uniform vec4 fogdir;
uniform vec3 fogcolor;
uniform vec2 fogdensity;
uniform vec4 radialfogscale;
uniform vec2 shadowatlasscale;
uniform vec4 lightscale;
uniform vec3 gdepthscale;
uniform vec3 gdepthunpackparams;
fragdata(0, fragcolor, vec4)
void main(void)
{
#define gfetch(sampler, coords) texture2DRect(sampler, coords)
#define accumlight(light) fragcolor.rgb = light
#define accumalpha(alpha) fragcolor.a = alpha
vec4 normal = gfetch(tex1, gl_FragCoord.xy);
#define alpha 1.0
normal.xyz = normal.xyz*2.0 - 1.0;
#define glowscale normal.a
vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
diffuse.rgb *= glowscale;
#define depthvals gfetch(tex3, gl_FragCoord.xy)
float depth = depthvals.r;
vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
pos.xyz /= pos.w;
float fogcoord = length(camera - pos.xyz);
vec3 camdir = normalize(camera - pos.xyz);
float facing = 2.0*dot(normal.xyz, camdir);
vec3 light = vec3(0.0);
vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
float light0dist2 = dot(light0dir, light0dir);
if(light0dist2 < 1.0)
{
float light0facing = dot(light0dir, normal.xyz);
if(light0facing < 0.0)
{
float light0invdist = inversesqrt(light0dist2);
float light0atten = light0facing * (1.0 - light0invdist);
float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
}
}
vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
float light1dist2 = dot(light1dir, light1dir);
if(light1dist2 < 1.0)
{
float light1facing = dot(light1dir, normal.xyz);
if(light1facing < 0.0)
{
float light1invdist = inversesqrt(light1dist2);
float light1atten = light1facing * (1.0 - light1invdist);
float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
}
}
float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
accumlight(light*foglerp);
accumalpha(0.0);
}
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