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path: root/shaders/tesseract/458.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 vec3 vnormal;
        attribute vec2 vtexcoord0;
        uniform mat4 camprojmatrix;
        uniform vec2 texgenscroll;
        
        
            varying vec2 texcoord0;
            varying mat3 world;
        
        
        
        


uniform vec4 specscale;
        void main(void)
        {
            gl_Position = camprojmatrix * vvertex;

            

            
                texcoord0 = vtexcoord0 + texgenscroll;                

                vec3 bitangent = cross(vnormal, vtangent.xyz) * vtangent.w;
                
                world = mat3(vtangent.xyz, bitangent, vnormal);
            

            

            

            
        }
    
[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]
uniform vec4 colorparams;
        uniform sampler2D diffusemap, normalmap;
        
        varying mat3 world;
        
        fragdata(0, gcolor, vec4)
        fragdata(1, gnormal, vec4)
        fragdata(2, gglow, vec4)
        
        
    
        
            varying vec2 texcoord0;
        
        
        
        
        
        


uniform vec4 specscale;
        void main(void)
        {
            

            
                
                    #define dtc texcoord0
                

                vec4 diffuse = texture2D(diffusemap, dtc);

                vec3 bump = texture2D(normalmap, dtc).rgb*2.0 - 1.0;
                vec3 bumpw = normalize(world * bump);
            

            gcolor.rgb = diffuse.rgb*colorparams.rgb;
            
                    gcolor.a = diffuse.a*specscale.x * 0.5;
                

            

            

            

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

            
        
        
    

            
        }