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path: root/shaders/tesseract/473.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 vec3 vnormal;
        attribute vec2 vtexcoord0;
        uniform mat4 camprojmatrix;
        uniform vec2 texgenscroll;
        
        
            varying vec2 texcoord0;
            varying mat3 world;
        
        
            uniform vec3 camera;
            varying vec3 camvec;
        
        
        
            uniform vec4 blendmapparams;
            varying vec2 texcoord1;
        


uniform vec4 glowcolor;

uniform vec4 specscale;

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

            

            
                texcoord0 = vtexcoord0 + texgenscroll;                

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

            
                camvec = camera - vvertex.xyz;
            

            
                texcoord1 = (vvertex.xy - blendmapparams.xy)*blendmapparams.zw;
            

            
        }
    
[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;
        
        varying vec3 camvec;
        uniform sampler2D glowmap;
        
        uniform samplerCube envmap;
        
            uniform float blendlayer;
            uniform sampler2D blendmap;
            varying vec2 texcoord1;
        


uniform vec4 glowcolor;

uniform vec4 specscale;

uniform vec4 envscale;
        void main(void)
        {
            
                vec3 camvecn = normalize(camvec);
            

            
                
                    #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;
                

            
                float invfresnel = dot(camvecn, bumpw);
                vec3 rvec = 2.0*bumpw*invfresnel - camvecn;
                vec3 reflect = textureCube(envmap, rvec).rgb;
                
                    vec3 rmod = envscale.xyz*diffuse.a;
                
                gcolor.rgb = mix(gcolor.rgb, reflect, rmod*clamp(1.0 - invfresnel, 0.0, 1.0));
            

            
                
                    vec3 glow = texture2D(glowmap, dtc).rgb;
                
                glow *= glowcolor.xyz; 
                
        
            float colork = max(gcolor.r, max(gcolor.g, gcolor.b)), glowk = max(glow.r, max(glow.g, glow.b));
        
        glowk /= glowk + colork + 1.0e-3;
        gcolor.rgb = mix(gcolor.rgb, glow, glowk) * (1.0 - 2.0*glowk*(glowk - 1.0));
        #define packnorm 1.0-glowk
    
            

            

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

            
        
        
    

            
                float blend = abs(texture2D(blendmap, texcoord1).r - blendlayer);
                gcolor *= blend;
                gnormal.rgb *= blend;
                gnormal.a *= blendlayer;
            
        }