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-rw-r--r--shaders/warsow/49.shader_test225
1 files changed, 225 insertions, 0 deletions
diff --git a/shaders/warsow/49.shader_test b/shaders/warsow/49.shader_test
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+++ b/shaders/warsow/49.shader_test
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+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#define FRAGMENT_SHADER
+// Warsow GLSL shader
+
+#if !defined(__GLSL_CG_DATA_TYPES)
+#define myhalf float
+#define myhalf2 vec2
+#define myhalf3 vec3
+#define myhalf4 vec4
+#else
+#define myhalf half
+#define myhalf2 half2
+#define myhalf3 half3
+#define myhalf4 half4
+#endif
+
+varying vec4 ProjVector;
+
+#ifdef VERTEX_SHADER
+// Vertex shader
+
+void main(void)
+{
+gl_FrontColor = gl_Color;
+
+
+mat4 textureMatrix;
+
+textureMatrix = gl_TextureMatrix[0];
+
+gl_Position = ftransform();
+ProjVector = textureMatrix * gl_Vertex;
+}
+
+#endif // VERTEX_SHADER
+
+
+#ifdef FRAGMENT_SHADER
+// Fragment shader
+
+uniform myhalf3 LightAmbient;
+
+uniform float TextureWidth, TextureHeight;
+uniform float ProjDistance;
+uniform sampler2DShadow ShadowmapTexture;
+
+void main(void)
+{
+myhalf color = myhalf(1.0);
+
+if (ProjVector.w <= 0.0 || ProjVector.w >= ProjDistance)
+discard;
+
+float dtW = 1.0 / TextureWidth;
+float dtH = 1.0 / TextureHeight;
+
+vec3 coord = vec3 (ProjVector.xyz / ProjVector.w);
+coord = (coord + vec3 (1.0)) * vec3 (0.5);
+coord.s = float (clamp (float(coord.s), dtW, 1.0 - dtW));
+coord.t = float (clamp (float(coord.t), dtH, 1.0 - dtH));
+coord.r = float (clamp (float(coord.r), 0.0, 1.0));
+
+myhalf shadow0 = myhalf(shadow2D(ShadowmapTexture, coord).r);
+myhalf shadow = shadow0;
+
+#if defined(APPLY_PCF2x2) || defined(APPLY_PCF3x3)
+
+vec3 coord2 = coord + vec3(0.0, dtH, 0.0);
+myhalf shadow1 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
+
+coord2 = coord + vec3(dtW, dtH, 0.0);
+myhalf shadow2 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
+
+coord2 = coord + vec3(dtW, 0.0, 0.0);
+myhalf shadow3 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
+
+#if defined(APPLY_PCF3x3)
+coord2 = coord + vec3(-dtW, 0.0, 0.0);
+myhalf shadow4 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
+
+coord2 = coord + vec3(-dtW, -dtH, 0.0);
+myhalf shadow5 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
+
+coord2 = coord + vec3(0.0, -dtH, 0.0);
+myhalf shadow6 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
+
+coord2 = coord + vec3(dtW, -dtH, 0.0);
+myhalf shadow7 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
+
+coord2 = coord + vec3(-dtW, dtH, 0.0);
+myhalf shadow8 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
+
+shadow = (shadow0 + shadow1 + shadow2 + shadow3 + shadow4 + shadow5 + shadow6 + shadow7 + shadow8) * myhalf(0.11);
+#else
+shadow = (shadow0 + shadow1 + shadow2 + shadow3) * myhalf(0.25);
+#endif
+#else
+shadow = shadow0;
+#endif
+
+float attenuation = float (ProjVector.w) / ProjDistance;
+myhalf compensation = myhalf(0.25) - max(LightAmbient.x, max(LightAmbient.y, LightAmbient.z))
+;compensation = max (compensation, 0.0);
+color = shadow + attenuation + compensation;
+
+gl_FragColor = vec4(vec3(color),1.0);
+}
+
+#endif // FRAGMENT_SHADER
+
+
+[vertex shader]
+#define VERTEX_SHADER
+// Warsow GLSL shader
+
+#if !defined(__GLSL_CG_DATA_TYPES)
+#define myhalf float
+#define myhalf2 vec2
+#define myhalf3 vec3
+#define myhalf4 vec4
+#else
+#define myhalf half
+#define myhalf2 half2
+#define myhalf3 half3
+#define myhalf4 half4
+#endif
+
+varying vec4 ProjVector;
+
+#ifdef VERTEX_SHADER
+// Vertex shader
+
+void main(void)
+{
+gl_FrontColor = gl_Color;
+
+
+mat4 textureMatrix;
+
+textureMatrix = gl_TextureMatrix[0];
+
+gl_Position = ftransform();
+ProjVector = textureMatrix * gl_Vertex;
+}
+
+#endif // VERTEX_SHADER
+
+
+#ifdef FRAGMENT_SHADER
+// Fragment shader
+
+uniform myhalf3 LightAmbient;
+
+uniform float TextureWidth, TextureHeight;
+uniform float ProjDistance;
+uniform sampler2DShadow ShadowmapTexture;
+
+void main(void)
+{
+myhalf color = myhalf(1.0);
+
+if (ProjVector.w <= 0.0 || ProjVector.w >= ProjDistance)
+discard;
+
+float dtW = 1.0 / TextureWidth;
+float dtH = 1.0 / TextureHeight;
+
+vec3 coord = vec3 (ProjVector.xyz / ProjVector.w);
+coord = (coord + vec3 (1.0)) * vec3 (0.5);
+coord.s = float (clamp (float(coord.s), dtW, 1.0 - dtW));
+coord.t = float (clamp (float(coord.t), dtH, 1.0 - dtH));
+coord.r = float (clamp (float(coord.r), 0.0, 1.0));
+
+myhalf shadow0 = myhalf(shadow2D(ShadowmapTexture, coord).r);
+myhalf shadow = shadow0;
+
+#if defined(APPLY_PCF2x2) || defined(APPLY_PCF3x3)
+
+vec3 coord2 = coord + vec3(0.0, dtH, 0.0);
+myhalf shadow1 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
+
+coord2 = coord + vec3(dtW, dtH, 0.0);
+myhalf shadow2 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
+
+coord2 = coord + vec3(dtW, 0.0, 0.0);
+myhalf shadow3 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
+
+#if defined(APPLY_PCF3x3)
+coord2 = coord + vec3(-dtW, 0.0, 0.0);
+myhalf shadow4 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
+
+coord2 = coord + vec3(-dtW, -dtH, 0.0);
+myhalf shadow5 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
+
+coord2 = coord + vec3(0.0, -dtH, 0.0);
+myhalf shadow6 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
+
+coord2 = coord + vec3(dtW, -dtH, 0.0);
+myhalf shadow7 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
+
+coord2 = coord + vec3(-dtW, dtH, 0.0);
+myhalf shadow8 = myhalf (shadow2D (ShadowmapTexture, coord2).r);
+
+shadow = (shadow0 + shadow1 + shadow2 + shadow3 + shadow4 + shadow5 + shadow6 + shadow7 + shadow8) * myhalf(0.11);
+#else
+shadow = (shadow0 + shadow1 + shadow2 + shadow3) * myhalf(0.25);
+#endif
+#else
+shadow = shadow0;
+#endif
+
+float attenuation = float (ProjVector.w) / ProjDistance;
+myhalf compensation = myhalf(0.25) - max(LightAmbient.x, max(LightAmbient.y, LightAmbient.z))
+;compensation = max (compensation, 0.0);
+color = shadow + attenuation + compensation;
+
+gl_FragColor = vec4(vec3(color),1.0);
+}
+
+#endif // FRAGMENT_SHADER
+
+