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-rw-r--r--shaders/warzone2100/1.shader_test103
-rw-r--r--shaders/warzone2100/4.shader_test51
2 files changed, 154 insertions, 0 deletions
diff --git a/shaders/warzone2100/1.shader_test b/shaders/warzone2100/1.shader_test
new file mode 100644
index 0000000..c7b7d72
--- /dev/null
+++ b/shaders/warzone2100/1.shader_test
@@ -0,0 +1,103 @@
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 120
+#pragma debug(on)
+
+varying float vertexDistance;
+varying vec3 normal, lightDir, eyeVec;
+
+uniform sampler2D Texture0;
+uniform sampler2D Texture1;
+uniform sampler2D Texture2;
+uniform vec4 teamcolour;
+uniform int tcmask, normalmap;
+uniform int fogEnabled;
+uniform bool ecmEffect;
+uniform float graphicsCycle;
+
+void main(void)
+{
+ vec4 mask, colour;
+ vec4 light = (gl_FrontLightModelProduct.sceneColor * gl_FrontMaterial.ambient) + (gl_LightSource[0].ambient * gl_FrontMaterial.ambient);
+ vec3 N = normalize(normal);
+ vec3 L = normalize(lightDir);
+ float lambertTerm = dot(N, L);
+ if (lambertTerm > 0.0)
+ {
+ light += gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * lambertTerm;
+ vec3 E = normalize(eyeVec);
+ vec3 R = reflect(-L, N);
+ float specular = pow(max(dot(R, E), 0.0), gl_FrontMaterial.shininess);
+ light += gl_LightSource[0].specular * gl_FrontMaterial.specular * specular;
+ }
+
+ // Get color from texture unit 0, merge with lighting
+ colour = texture2D(Texture0, gl_TexCoord[0].st) * light;
+
+ if (tcmask == 1)
+ {
+ // Get tcmask information from texture unit 1
+ mask = texture2D(Texture1, gl_TexCoord[0].st);
+
+ // Apply color using grain merge with tcmask
+ gl_FragColor = (colour + (teamcolour - 0.5) * mask.a) * gl_Color;
+ }
+ else
+ {
+ gl_FragColor = colour * gl_Color;
+ }
+
+ if (ecmEffect)
+ {
+ gl_FragColor.a = 0.45 + 0.225 * graphicsCycle;
+ }
+
+ if (fogEnabled > 0)
+ {
+ // Calculate linear fog
+ float fogFactor = (gl_Fog.end - vertexDistance) / (gl_Fog.end - gl_Fog.start);
+ fogFactor = clamp(fogFactor, 0.0, 1.0);
+
+ // Return fragment color
+ gl_FragColor = mix(gl_Fog.color, gl_FragColor, fogFactor);
+ }
+}
+
+[vertex shader]
+#version 120
+#pragma debug(on)
+
+uniform float stretch;
+
+varying float vertexDistance;
+varying vec3 normal, lightDir, eyeVec;
+
+void main(void)
+{
+ vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
+ vec4 position = gl_Vertex;
+
+ // Pass texture coordinates to fragment shader
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+
+ // Lighting -- we pass these to the fragment shader
+ normal = gl_NormalMatrix * gl_Normal;
+ lightDir = vec3(gl_LightSource[0].position.xyz - vVertex);
+ eyeVec = -vVertex;
+ gl_FrontColor = gl_Color;
+
+ // Implement building stretching to accomodate terrain
+ if (position.y <= 0.0)
+ {
+ position.y -= stretch;
+ }
+
+ // Translate every vertex according to the Model View and Projection Matrix
+ gl_Position = gl_ModelViewProjectionMatrix * position;
+
+ // Remember vertex distance
+ vertexDistance = gl_Position.z;
+}
+
diff --git a/shaders/warzone2100/4.shader_test b/shaders/warzone2100/4.shader_test
new file mode 100644
index 0000000..64dd0c5
--- /dev/null
+++ b/shaders/warzone2100/4.shader_test
@@ -0,0 +1,51 @@
+[require]
+GLSL >= 1.10
+
+[fragment shader]
+#version 120
+#pragma debug(on)
+
+uniform sampler2D Texture0;
+uniform sampler2D Texture1;
+uniform vec4 teamcolour;
+uniform int tcmask;
+//uniform int fogEnabled;
+
+void main(void)
+{
+ vec4 mask, colour;
+
+ // Get color from texture unit 0
+ colour = texture2D(Texture0, gl_TexCoord[0].st);
+
+ if (tcmask == 1)
+ {
+ // Get tcmask information from texture unit 1
+ mask = texture2D(Texture1, gl_TexCoord[0].st);
+
+ // Apply color using grain merge with tcmask
+ gl_FragColor = (colour + (teamcolour - 0.5) * mask.a) * gl_Color;
+ }
+ else
+ {
+ gl_FragColor = colour * gl_Color;
+ }
+}
+
+
+[vertex shader]
+#version 120
+#pragma debug(on)
+
+void main(void)
+{
+ // Pass texture coordinates to fragment shader
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+
+ // Pass glColor to fragment shader
+ gl_FrontColor = gl_Color;
+
+ // Translate every vertex according to the Model View and Projection Matrix
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+