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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;
attribute vec3 vnormal;
attribute vec2 vtexcoord0;
uniform mat4 camprojmatrix;
uniform vec2 texgenscroll;
varying vec3 nvec;
varying vec2 texcoord0;
void main(void)
{
gl_Position = camprojmatrix * vvertex;
texcoord0 = vtexcoord0 + texgenscroll;
nvec = 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 sampler2DRect refractlight;
#define gfetch(sampler, coords) texture2DRect(sampler, coords)
#define gfetchoffset(sampler, coords, offset) texture2DRectOffset(sampler, coords, offset)
#define gfetchproj(sampler, coords) texture2DRectProj(sampler, coords)
#define gfetchclamp(sampler, coords) texture2DRect(sampler, coords)
uniform vec3 gdepthscale;
uniform vec3 gdepthunpackparams;
uniform vec4 refractparams;
uniform vec4 colorparams;
uniform sampler2D diffusemap;
varying vec3 nvec;
fragdata(0, gcolor, vec4)
fragdata(1, gnormal, vec4)
fragdata(2, gglow, vec4)
varying vec2 texcoord0;
void main(void)
{
vec3 normal = normalize(nvec);
vec4 diffuse = texture2D(diffusemap, texcoord0);
gcolor.rgb = diffuse.rgb*colorparams.rgb;
gcolor.a = 0.0;
gglow.rgb = vec3(0.0);
vec3 rlight = gfetch(refractlight, gl_FragCoord.xy).rgb;
gglow.rgb += rlight * refractparams.xyz;
gnormal.rgb = normal*0.5 + 0.5;
#ifdef packnorm
gnormal.a = (packnorm);
#else
gnormal.a = 1.0;
#endif
}
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