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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))
#pragma CUBE2_fog
attribute vec4 vvertex, vcolor;
uniform mat4 explosionmatrix;
uniform vec3 center;
uniform vec4 animstate;
uniform float side;
uniform vec2 lineardepthscale;
varying float lineardepth;
varying vec4 color;
varying vec2 texcoord0, texcoord1;
void main(void)
{
vec4 wobble = vec4(vvertex.xyz*(1.0 + 0.5*abs(fract(dot(vvertex.xyz, center) + animstate.w*2.0) - 0.5)), vvertex.w);
wobble.z *= side;
gl_Position = explosionmatrix * wobble;
lineardepth = dot(lineardepthscale, gl_Position.zw);
color = vcolor;
float dtc = 1.768 - animstate.x*1.414;
dtc *= dtc;
texcoord0 = animstate.w*0.4 + dtc*vvertex.xy;
texcoord1 = vvertex.xy*0.5 + 0.5;
}
[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 tex2;
#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 vec3 softparams;
varying float lineardepth;
varying vec4 color;
varying vec2 texcoord0, texcoord1;
uniform sampler2D tex0, tex1;
fragdata(0, fragcolor, vec4)
uniform vec3 fogcolor;
uniform vec2 fogdensity;
uniform vec4 radialfogscale;
#define fogcoord lineardepth*length(vec3(gl_FragCoord.xy*radialfogscale.xy + radialfogscale.zw, 1.0))
void main(void)
{
vec2 dtc = texcoord0 + texture2D(tex0, texcoord1).xy*0.1;
vec4 diffuse = texture2D(tex0, dtc);
float blend = texture2D(tex1, texcoord1).r;
diffuse *= blend*4.0;
diffuse.b += 0.5 - blend*0.5;
fragcolor.rgb = diffuse.rgb * color.rgb;
float depth = gdepthscale.x / (gfetch(tex2, gl_FragCoord.xy).r*gdepthscale.y + gdepthscale.z);
fragcolor.a = diffuse.a * max(clamp((depth - lineardepth)*softparams.x - softparams.y, 0.0, 1.0) * color.a, softparams.z);
#define FOG_COLOR fogcolor
fragcolor.rgb = mix((FOG_COLOR).rgb, fragcolor.rgb, clamp(exp2(fogcoord*-fogdensity.x)*fogdensity.y, 0.0, 1.0));
}
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