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|
[require]
GLSL >= 1.10
[vertex shader]
#version 130
#extension GL_ARB_draw_instanced : enable
#define QF_GLSL_VERSION 130
#define VERTEX_SHADER
#if !defined(myhalf)
//#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
#endif
#if QF_GLSL_VERSION >= 130
precision highp float;
# ifdef VERTEX_SHADER
out myhalf4 qf_FrontColor;
# define qf_varying out
# define qf_attribute in
# endif
# ifdef FRAGMENT_SHADER
in myhalf4 qf_FrontColor;
out myhalf4 qf_FragColor;
# define qf_varying in
# define qf_attribute in
# endif
# define qf_texture texture
# define qf_textureCube texture
# define qf_textureLod textureLod
# define qf_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
# define qf_shadow texture
#else
# ifdef VERTEX_SHADER
# define qf_FrontColor gl_FrontColor
# define qf_varying varying
# define qf_attribute attribute
# endif
# ifdef FRAGMENT_SHADER
# define qf_FrontColor gl_Color
# define qf_FragColor gl_FragColor
# define qf_varying varying
# define qf_attribute attribute
# endif
# define qf_texture texture2D
# define qf_textureLod texture2DLod
# define qf_textureCube textureCube
# define qf_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
# define qf_shadow shadow2D
#endif
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#ifndef M_TWOPI
#define M_TWOPI 6.28318530717958647692
#endif
#ifndef MAX_UNIFORM_BONES
#define MAX_UNIFORM_BONES 100
#endif
#ifndef MAX_UNIFORM_INSTANCES
#define MAX_UNIFORM_INSTANCES 40
#endif
uniform vec3 u_QF_ViewOrigin;
uniform mat3 u_QF_ViewAxis;
uniform float u_QF_MirrorSide;
uniform vec3 u_QF_EntityOrigin;
uniform float u_QF_ShaderTime;
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#ifndef M_TWOPI
#define M_TWOPI 6.28318530717958647692
#endif
#ifndef WAVE_SIN
float QF_WaveFunc_Sin(float x)
{
x -= floor(x);
return sin(x * M_TWOPI);
}
float QF_WaveFunc_Triangle(float x)
{
x -= floor(x);
return step(x, 0.25) * x * 4.0 + (2.0 - 4.0 * step(0.25, x) * step(x, 0.75) * x) + ((step(0.75, x) * x - 0.75) * 4.0 - 1.0);
}
float QF_WaveFunc_Square(float x)
{
x -= floor(x);
return step(x, 0.5) * 2.0 - 1.0;
}
float QF_WaveFunc_Sawtooth(float x)
{
x -= floor(x);
return x;
}
float QF_QF_WaveFunc_InverseSawtooth(float x)
{
x -= floor(x);
return 1.0 - x;
}
#define WAVE_SIN(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Sin((phase)+(time)*(freq))))
#define WAVE_TRIANGLE(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Triangle((phase)+(time)*(freq))))
#define WAVE_SQUARE(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Square((phase)+(time)*(freq))))
#define WAVE_SAWTOOTH(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Sawtooth((phase)+(time)*(freq))))
#define WAVE_INVERSESAWTOOTH(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_QF_WaveFunc_InverseSawtooth((phase)+(time)*(freq))))
#endif
#ifdef VERTEX_SHADER
attribute vec4 a_BonesIndices;
attribute vec4 a_BonesWeights;
uniform vec4 u_QF_DualQuats[MAX_UNIFORM_BONES*2];
#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
#endif
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
#endif
{
int index;
vec4 Indices = a_BonesIndices;
vec4 Weights = a_BonesWeights;
vec4 Indices_2 = Indices * 2.0;
vec4 DQReal, DQDual;
index = int(Indices_2.x);
DQReal = u_QF_DualQuats[index+0];
DQDual = u_QF_DualQuats[index+1];
if (numWeights > 1)
{
DQReal *= Weights.x;
DQDual *= Weights.x;
vec4 DQReal1, DQDual1;
float scale;
index = int(Indices_2.y);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
if (numWeights > 2)
{
index = int(Indices_2.z);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
if (numWeights > 3)
{
index = int(Indices_2.w);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
}
}
}
float len = length(DQReal);
DQReal /= len;
DQDual /= len;
Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;
#ifdef DUAL_QUAT_TRANSFORM_NORMALS
Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
#endif
#ifdef DUAL_QUAT_TRANSFORM_TANGENT
Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
#endif
}
// use defines to overload the transform function
#define DUAL_QUAT_TRANSFORM_NORMALS
#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
#endif
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
#endif
{
int index;
vec4 Indices = a_BonesIndices;
vec4 Weights = a_BonesWeights;
vec4 Indices_2 = Indices * 2.0;
vec4 DQReal, DQDual;
index = int(Indices_2.x);
DQReal = u_QF_DualQuats[index+0];
DQDual = u_QF_DualQuats[index+1];
if (numWeights > 1)
{
DQReal *= Weights.x;
DQDual *= Weights.x;
vec4 DQReal1, DQDual1;
float scale;
index = int(Indices_2.y);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
if (numWeights > 2)
{
index = int(Indices_2.z);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
if (numWeights > 3)
{
index = int(Indices_2.w);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
}
}
}
float len = length(DQReal);
DQReal /= len;
DQDual /= len;
Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;
#ifdef DUAL_QUAT_TRANSFORM_NORMALS
Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
#endif
#ifdef DUAL_QUAT_TRANSFORM_TANGENT
Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
#endif
}
#define DUAL_QUAT_TRANSFORM_TANGENT
#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
#endif
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
#endif
{
int index;
vec4 Indices = a_BonesIndices;
vec4 Weights = a_BonesWeights;
vec4 Indices_2 = Indices * 2.0;
vec4 DQReal, DQDual;
index = int(Indices_2.x);
DQReal = u_QF_DualQuats[index+0];
DQDual = u_QF_DualQuats[index+1];
if (numWeights > 1)
{
DQReal *= Weights.x;
DQDual *= Weights.x;
vec4 DQReal1, DQDual1;
float scale;
index = int(Indices_2.y);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
if (numWeights > 2)
{
index = int(Indices_2.z);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
if (numWeights > 3)
{
index = int(Indices_2.w);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
}
}
}
float len = length(DQReal);
DQReal /= len;
DQDual /= len;
Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;
#ifdef DUAL_QUAT_TRANSFORM_NORMALS
Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
#endif
#ifdef DUAL_QUAT_TRANSFORM_TANGENT
Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
#endif
}
#endif
#ifdef VERTEX_SHADER
#ifdef APPLY_INSTANCED_ATTRIB_TRASNFORMS
attribute vec4 a_InstanceQuat;
attribute vec4 a_InstancePosAndScale;
#elif defined(GL_ARB_draw_instanced)
uniform vec4 u_QF_InstancePoints[MAX_UNIFORM_INSTANCES*2];
#define a_InstanceQuat u_QF_InstancePoints[gl_InstanceID*2]
#define a_InstancePosAndScale u_QF_InstancePoints[gl_InstanceID*2+1]
#else
uniform vec4 u_QF_InstancePoints[2];
#define a_InstanceQuat u_QF_InstancePoints[0]
#define a_InstancePosAndScale u_QF_InstancePoints[1]
#endif
void QF_InstancedTransform(inout vec4 Position, inout vec3 Normal)
{
Position.xyz = (cross(a_InstanceQuat.xyz, cross(a_InstanceQuat.xyz, Position.xyz) + Position.xyz*a_InstanceQuat.w)*2.0 + Position.xyz) *
a_InstancePosAndScale.w + a_InstancePosAndScale.xyz;
Normal = cross(a_InstanceQuat.xyz, cross(a_InstanceQuat.xyz, Normal) + Normal*a_InstanceQuat.w)*2.0 + Normal;
}
#endif
#define QF_LatLong2Norm(ll) vec3(cos((ll).y) * sin((ll).x), sin((ll).y) * sin((ll).x), cos((ll).x))
#define DRAWFLAT_NORMAL_STEP 0.5 // floor or ceiling if < abs(normal.z)
uniform mat4 u_ModelViewMatrix;
uniform mat4 u_ModelViewProjectionMatrix;
uniform float u_ShaderTime;
uniform vec3 u_ViewOrigin;
uniform mat3 u_ViewAxis;
uniform vec3 u_EntityDist;
uniform vec3 u_EntityOrigin;
uniform myhalf4 u_EntityColor;
uniform myhalf4 u_ConstColor;
uniform myhalf4 u_RGBGenFuncArgs, u_AlphaGenFuncArgs;
uniform myhalf3 u_LightstyleColor[4]; // lightstyle colors
uniform myhalf3 u_LightAmbient;
uniform myhalf3 u_LightDiffuse;
uniform vec3 u_LightDir;
uniform myhalf2 u_BlendMix;
uniform vec2 u_TextureMatrix[3];
#define TextureMatrix2x3Mul(m2x3,tc) vec2(dot((m2x3)[0],(tc)) + (m2x3)[2][0], dot((m2x3)[1],(tc)) + (m2x3)[2][1])
uniform float u_MirrorSide;
uniform float u_ZNear, u_ZFar;
uniform ivec4 u_Viewport; // x, y, width, height
uniform vec4 u_TextureParams;
uniform myhalf u_SoftParticlesScale;
struct Fog
{
float EyeDist;
vec4 EyePlane, Plane;
myhalf3 Color;
float Scale;
};
uniform Fog u_Fog;
#define FOG_TEXCOORD_STEP 1.0/256.0
#define FogDensity(coord) sqrt(clamp((coord)[0],0.0,1.0))*step(FOG_TEXCOORD_STEP,(coord)[1])
#define FOG_GEN_OUTPUT_COLOR
#if defined(FOG_GEN_OUTPUT_COLOR)
void FogGen(in vec4 Position, inout myhalf4 outColor, in myhalf2 blendMix)
#elif defined(FOG_GEN_OUTPUT_TEXCOORDS)
void FogGen(in vec4 Position, inout vec2 outTexCoord)
#endif
{
// side = vec2(inside, outside)
myhalf2 side = myhalf2(step(u_Fog.EyeDist, 0.0), step(0.0, u_Fog.EyeDist));
myhalf FDist = dot(Position.xyz, u_Fog.EyePlane.xyz) - u_Fog.EyePlane.w;
myhalf FVdist = dot(Position.xyz, u_Fog.Plane.xyz) - u_Fog.Plane.w;
myhalf FogDistScale = FVdist / (FVdist - u_Fog.EyeDist);
#if defined(FOG_GEN_OUTPUT_COLOR)
myhalf FogDist = FDist * dot(side, myhalf2(1.0, FogDistScale));
myhalf FogScale = myhalf(clamp(1.0 - FogDist * u_Fog.Scale, 0.0, 1.0));
outColor *= mix(myhalf4(1.0), myhalf4(FogScale), blendMix.xxxy);
#endif
#if defined(FOG_GEN_OUTPUT_TEXCOORDS)
myhalf FogS = FDist * dot(side, myhalf2(1.0, step(FVdist, 0.0) * FogDistScale));
myhalf FogT = -FVdist;
outTexCoord = vec2(FogS * u_Fog.Scale, FogT * u_Fog.Scale + 1.5*FOG_TEXCOORD_STEP);
#endif
}
#undef FOG_GEN_OUTPUT_COLOR
#define FOG_GEN_OUTPUT_TEXCOORDS
#if defined(FOG_GEN_OUTPUT_COLOR)
void FogGen(in vec4 Position, inout myhalf4 outColor, in myhalf2 blendMix)
#elif defined(FOG_GEN_OUTPUT_TEXCOORDS)
void FogGen(in vec4 Position, inout vec2 outTexCoord)
#endif
{
// side = vec2(inside, outside)
myhalf2 side = myhalf2(step(u_Fog.EyeDist, 0.0), step(0.0, u_Fog.EyeDist));
myhalf FDist = dot(Position.xyz, u_Fog.EyePlane.xyz) - u_Fog.EyePlane.w;
myhalf FVdist = dot(Position.xyz, u_Fog.Plane.xyz) - u_Fog.Plane.w;
myhalf FogDistScale = FVdist / (FVdist - u_Fog.EyeDist);
#if defined(FOG_GEN_OUTPUT_COLOR)
myhalf FogDist = FDist * dot(side, myhalf2(1.0, FogDistScale));
myhalf FogScale = myhalf(clamp(1.0 - FogDist * u_Fog.Scale, 0.0, 1.0));
outColor *= mix(myhalf4(1.0), myhalf4(FogScale), blendMix.xxxy);
#endif
#if defined(FOG_GEN_OUTPUT_TEXCOORDS)
myhalf FogS = FDist * dot(side, myhalf2(1.0, step(FVdist, 0.0) * FogDistScale));
myhalf FogT = -FVdist;
outTexCoord = vec2(FogS * u_Fog.Scale, FogT * u_Fog.Scale + 1.5*FOG_TEXCOORD_STEP);
#endif
}
qf_varying vec2 v_FogCoord;
#ifdef VERTEX_SHADER
#ifdef VERTEX_SHADER
qf_attribute vec4 a_Position;
qf_attribute vec4 a_SVector;
qf_attribute vec4 a_Normal;
qf_attribute vec4 a_Color;
qf_attribute vec2 a_TexCoord;
qf_attribute vec2 a_LightmapCoord0, a_LightmapCoord1, a_LightmapCoord2, a_LightmapCoord3;
#endif
void TransformVerts(inout vec4 Position, inout vec3 Normal, inout vec2 TexCoord)
{
#ifdef NUM_BONE_INFLUENCES
QF_VertexDualQuatsTransform(NUM_BONE_INFLUENCES, Position, Normal);
#endif
#ifdef APPLY_DEFORMVERTS
QF_DeformVerts(Position, Normal, TexCoord);
#endif
#ifdef APPLY_INSTANCED_TRANSFORMS
QF_InstancedTransform(Position, Normal);
#endif
}
void TransformVerts(inout vec4 Position, inout vec3 Normal, inout vec3 Tangent, inout vec2 TexCoord)
{
#ifdef NUM_BONE_INFLUENCES
QF_VertexDualQuatsTransform(NUM_BONE_INFLUENCES, Position, Normal, Tangent);
#endif
#ifdef APPLY_DEFORMVERTS
QF_DeformVerts(Position, Normal, TexCoord);
#endif
#ifdef APPLY_INSTANCED_TRANSFORMS
QF_InstancedTransform(Position, Normal);
#endif
}
void main(void)
{
vec4 Position = a_Position;
vec3 Normal = a_Normal.xyz;
vec2 TexCoord = a_TexCoord;
TransformVerts(Position, Normal, TexCoord);
FogGen(Position, v_FogCoord);
gl_Position = u_ModelViewProjectionMatrix * Position;
}
#endif // VERTEX_SHADER
#ifdef FRAGMENT_SHADER
// Fragment shader
void main(void)
{
float fogDensity = FogDensity(v_FogCoord);
qf_FragColor = vec4(u_Fog.Color, fogDensity);
}
#endif // FRAGMENT_SHADER
[fragment shader]
#version 130
#define QF_GLSL_VERSION 130
#define FRAGMENT_SHADER
#if !defined(myhalf)
//#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
#endif
#if QF_GLSL_VERSION >= 130
precision highp float;
# ifdef VERTEX_SHADER
out myhalf4 qf_FrontColor;
# define qf_varying out
# define qf_attribute in
# endif
# ifdef FRAGMENT_SHADER
in myhalf4 qf_FrontColor;
out myhalf4 qf_FragColor;
# define qf_varying in
# define qf_attribute in
# endif
# define qf_texture texture
# define qf_textureCube texture
# define qf_textureLod textureLod
# define qf_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))
# define qf_shadow texture
#else
# ifdef VERTEX_SHADER
# define qf_FrontColor gl_FrontColor
# define qf_varying varying
# define qf_attribute attribute
# endif
# ifdef FRAGMENT_SHADER
# define qf_FrontColor gl_Color
# define qf_FragColor gl_FragColor
# define qf_varying varying
# define qf_attribute attribute
# endif
# define qf_texture texture2D
# define qf_textureLod texture2DLod
# define qf_textureCube textureCube
# define qf_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))
# define qf_shadow shadow2D
#endif
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#ifndef M_TWOPI
#define M_TWOPI 6.28318530717958647692
#endif
#ifndef MAX_UNIFORM_BONES
#define MAX_UNIFORM_BONES 100
#endif
#ifndef MAX_UNIFORM_INSTANCES
#define MAX_UNIFORM_INSTANCES 40
#endif
uniform vec3 u_QF_ViewOrigin;
uniform mat3 u_QF_ViewAxis;
uniform float u_QF_MirrorSide;
uniform vec3 u_QF_EntityOrigin;
uniform float u_QF_ShaderTime;
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#ifndef M_TWOPI
#define M_TWOPI 6.28318530717958647692
#endif
#ifndef WAVE_SIN
float QF_WaveFunc_Sin(float x)
{
x -= floor(x);
return sin(x * M_TWOPI);
}
float QF_WaveFunc_Triangle(float x)
{
x -= floor(x);
return step(x, 0.25) * x * 4.0 + (2.0 - 4.0 * step(0.25, x) * step(x, 0.75) * x) + ((step(0.75, x) * x - 0.75) * 4.0 - 1.0);
}
float QF_WaveFunc_Square(float x)
{
x -= floor(x);
return step(x, 0.5) * 2.0 - 1.0;
}
float QF_WaveFunc_Sawtooth(float x)
{
x -= floor(x);
return x;
}
float QF_QF_WaveFunc_InverseSawtooth(float x)
{
x -= floor(x);
return 1.0 - x;
}
#define WAVE_SIN(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Sin((phase)+(time)*(freq))))
#define WAVE_TRIANGLE(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Triangle((phase)+(time)*(freq))))
#define WAVE_SQUARE(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Square((phase)+(time)*(freq))))
#define WAVE_SAWTOOTH(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Sawtooth((phase)+(time)*(freq))))
#define WAVE_INVERSESAWTOOTH(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_QF_WaveFunc_InverseSawtooth((phase)+(time)*(freq))))
#endif
#ifdef VERTEX_SHADER
attribute vec4 a_BonesIndices;
attribute vec4 a_BonesWeights;
uniform vec4 u_QF_DualQuats[MAX_UNIFORM_BONES*2];
#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
#endif
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
#endif
{
int index;
vec4 Indices = a_BonesIndices;
vec4 Weights = a_BonesWeights;
vec4 Indices_2 = Indices * 2.0;
vec4 DQReal, DQDual;
index = int(Indices_2.x);
DQReal = u_QF_DualQuats[index+0];
DQDual = u_QF_DualQuats[index+1];
if (numWeights > 1)
{
DQReal *= Weights.x;
DQDual *= Weights.x;
vec4 DQReal1, DQDual1;
float scale;
index = int(Indices_2.y);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
if (numWeights > 2)
{
index = int(Indices_2.z);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
if (numWeights > 3)
{
index = int(Indices_2.w);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
}
}
}
float len = length(DQReal);
DQReal /= len;
DQDual /= len;
Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;
#ifdef DUAL_QUAT_TRANSFORM_NORMALS
Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
#endif
#ifdef DUAL_QUAT_TRANSFORM_TANGENT
Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
#endif
}
// use defines to overload the transform function
#define DUAL_QUAT_TRANSFORM_NORMALS
#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
#endif
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
#endif
{
int index;
vec4 Indices = a_BonesIndices;
vec4 Weights = a_BonesWeights;
vec4 Indices_2 = Indices * 2.0;
vec4 DQReal, DQDual;
index = int(Indices_2.x);
DQReal = u_QF_DualQuats[index+0];
DQDual = u_QF_DualQuats[index+1];
if (numWeights > 1)
{
DQReal *= Weights.x;
DQDual *= Weights.x;
vec4 DQReal1, DQDual1;
float scale;
index = int(Indices_2.y);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
if (numWeights > 2)
{
index = int(Indices_2.z);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
if (numWeights > 3)
{
index = int(Indices_2.w);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
}
}
}
float len = length(DQReal);
DQReal /= len;
DQDual /= len;
Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;
#ifdef DUAL_QUAT_TRANSFORM_NORMALS
Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
#endif
#ifdef DUAL_QUAT_TRANSFORM_TANGENT
Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
#endif
}
#define DUAL_QUAT_TRANSFORM_TANGENT
#if defined(DUAL_QUAT_TRANSFORM_NORMALS)
#if defined(DUAL_QUAT_TRANSFORM_TANGENT)
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)
#endif
#else
void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)
#endif
{
int index;
vec4 Indices = a_BonesIndices;
vec4 Weights = a_BonesWeights;
vec4 Indices_2 = Indices * 2.0;
vec4 DQReal, DQDual;
index = int(Indices_2.x);
DQReal = u_QF_DualQuats[index+0];
DQDual = u_QF_DualQuats[index+1];
if (numWeights > 1)
{
DQReal *= Weights.x;
DQDual *= Weights.x;
vec4 DQReal1, DQDual1;
float scale;
index = int(Indices_2.y);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
if (numWeights > 2)
{
index = int(Indices_2.z);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
if (numWeights > 3)
{
index = int(Indices_2.w);
DQReal1 = u_QF_DualQuats[index+0];
DQDual1 = u_QF_DualQuats[index+1];
// antipodality handling
scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;
DQReal += DQReal1 * scale;
DQDual += DQDual1 * scale;
}
}
}
float len = length(DQReal);
DQReal /= len;
DQDual /= len;
Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;
#ifdef DUAL_QUAT_TRANSFORM_NORMALS
Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;
#endif
#ifdef DUAL_QUAT_TRANSFORM_TANGENT
Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;
#endif
}
#endif
#ifdef VERTEX_SHADER
#ifdef APPLY_INSTANCED_ATTRIB_TRASNFORMS
attribute vec4 a_InstanceQuat;
attribute vec4 a_InstancePosAndScale;
#elif defined(GL_ARB_draw_instanced)
uniform vec4 u_QF_InstancePoints[MAX_UNIFORM_INSTANCES*2];
#define a_InstanceQuat u_QF_InstancePoints[gl_InstanceID*2]
#define a_InstancePosAndScale u_QF_InstancePoints[gl_InstanceID*2+1]
#else
uniform vec4 u_QF_InstancePoints[2];
#define a_InstanceQuat u_QF_InstancePoints[0]
#define a_InstancePosAndScale u_QF_InstancePoints[1]
#endif
void QF_InstancedTransform(inout vec4 Position, inout vec3 Normal)
{
Position.xyz = (cross(a_InstanceQuat.xyz, cross(a_InstanceQuat.xyz, Position.xyz) + Position.xyz*a_InstanceQuat.w)*2.0 + Position.xyz) *
a_InstancePosAndScale.w + a_InstancePosAndScale.xyz;
Normal = cross(a_InstanceQuat.xyz, cross(a_InstanceQuat.xyz, Normal) + Normal*a_InstanceQuat.w)*2.0 + Normal;
}
#endif
#define QF_LatLong2Norm(ll) vec3(cos((ll).y) * sin((ll).x), sin((ll).y) * sin((ll).x), cos((ll).x))
#define DRAWFLAT_NORMAL_STEP 0.5 // floor or ceiling if < abs(normal.z)
uniform mat4 u_ModelViewMatrix;
uniform mat4 u_ModelViewProjectionMatrix;
uniform float u_ShaderTime;
uniform vec3 u_ViewOrigin;
uniform mat3 u_ViewAxis;
uniform vec3 u_EntityDist;
uniform vec3 u_EntityOrigin;
uniform myhalf4 u_EntityColor;
uniform myhalf4 u_ConstColor;
uniform myhalf4 u_RGBGenFuncArgs, u_AlphaGenFuncArgs;
uniform myhalf3 u_LightstyleColor[4]; // lightstyle colors
uniform myhalf3 u_LightAmbient;
uniform myhalf3 u_LightDiffuse;
uniform vec3 u_LightDir;
uniform myhalf2 u_BlendMix;
uniform vec2 u_TextureMatrix[3];
#define TextureMatrix2x3Mul(m2x3,tc) vec2(dot((m2x3)[0],(tc)) + (m2x3)[2][0], dot((m2x3)[1],(tc)) + (m2x3)[2][1])
uniform float u_MirrorSide;
uniform float u_ZNear, u_ZFar;
uniform ivec4 u_Viewport; // x, y, width, height
uniform vec4 u_TextureParams;
uniform myhalf u_SoftParticlesScale;
struct Fog
{
float EyeDist;
vec4 EyePlane, Plane;
myhalf3 Color;
float Scale;
};
uniform Fog u_Fog;
#define FOG_TEXCOORD_STEP 1.0/256.0
#define FogDensity(coord) sqrt(clamp((coord)[0],0.0,1.0))*step(FOG_TEXCOORD_STEP,(coord)[1])
#define FOG_GEN_OUTPUT_COLOR
#if defined(FOG_GEN_OUTPUT_COLOR)
void FogGen(in vec4 Position, inout myhalf4 outColor, in myhalf2 blendMix)
#elif defined(FOG_GEN_OUTPUT_TEXCOORDS)
void FogGen(in vec4 Position, inout vec2 outTexCoord)
#endif
{
// side = vec2(inside, outside)
myhalf2 side = myhalf2(step(u_Fog.EyeDist, 0.0), step(0.0, u_Fog.EyeDist));
myhalf FDist = dot(Position.xyz, u_Fog.EyePlane.xyz) - u_Fog.EyePlane.w;
myhalf FVdist = dot(Position.xyz, u_Fog.Plane.xyz) - u_Fog.Plane.w;
myhalf FogDistScale = FVdist / (FVdist - u_Fog.EyeDist);
#if defined(FOG_GEN_OUTPUT_COLOR)
myhalf FogDist = FDist * dot(side, myhalf2(1.0, FogDistScale));
myhalf FogScale = myhalf(clamp(1.0 - FogDist * u_Fog.Scale, 0.0, 1.0));
outColor *= mix(myhalf4(1.0), myhalf4(FogScale), blendMix.xxxy);
#endif
#if defined(FOG_GEN_OUTPUT_TEXCOORDS)
myhalf FogS = FDist * dot(side, myhalf2(1.0, step(FVdist, 0.0) * FogDistScale));
myhalf FogT = -FVdist;
outTexCoord = vec2(FogS * u_Fog.Scale, FogT * u_Fog.Scale + 1.5*FOG_TEXCOORD_STEP);
#endif
}
#undef FOG_GEN_OUTPUT_COLOR
#define FOG_GEN_OUTPUT_TEXCOORDS
#if defined(FOG_GEN_OUTPUT_COLOR)
void FogGen(in vec4 Position, inout myhalf4 outColor, in myhalf2 blendMix)
#elif defined(FOG_GEN_OUTPUT_TEXCOORDS)
void FogGen(in vec4 Position, inout vec2 outTexCoord)
#endif
{
// side = vec2(inside, outside)
myhalf2 side = myhalf2(step(u_Fog.EyeDist, 0.0), step(0.0, u_Fog.EyeDist));
myhalf FDist = dot(Position.xyz, u_Fog.EyePlane.xyz) - u_Fog.EyePlane.w;
myhalf FVdist = dot(Position.xyz, u_Fog.Plane.xyz) - u_Fog.Plane.w;
myhalf FogDistScale = FVdist / (FVdist - u_Fog.EyeDist);
#if defined(FOG_GEN_OUTPUT_COLOR)
myhalf FogDist = FDist * dot(side, myhalf2(1.0, FogDistScale));
myhalf FogScale = myhalf(clamp(1.0 - FogDist * u_Fog.Scale, 0.0, 1.0));
outColor *= mix(myhalf4(1.0), myhalf4(FogScale), blendMix.xxxy);
#endif
#if defined(FOG_GEN_OUTPUT_TEXCOORDS)
myhalf FogS = FDist * dot(side, myhalf2(1.0, step(FVdist, 0.0) * FogDistScale));
myhalf FogT = -FVdist;
outTexCoord = vec2(FogS * u_Fog.Scale, FogT * u_Fog.Scale + 1.5*FOG_TEXCOORD_STEP);
#endif
}
qf_varying vec2 v_FogCoord;
#ifdef VERTEX_SHADER
#ifdef VERTEX_SHADER
qf_attribute vec4 a_Position;
qf_attribute vec4 a_SVector;
qf_attribute vec4 a_Normal;
qf_attribute vec4 a_Color;
qf_attribute vec2 a_TexCoord;
qf_attribute vec2 a_LightmapCoord0, a_LightmapCoord1, a_LightmapCoord2, a_LightmapCoord3;
#endif
void TransformVerts(inout vec4 Position, inout vec3 Normal, inout vec2 TexCoord)
{
#ifdef NUM_BONE_INFLUENCES
QF_VertexDualQuatsTransform(NUM_BONE_INFLUENCES, Position, Normal);
#endif
#ifdef APPLY_DEFORMVERTS
QF_DeformVerts(Position, Normal, TexCoord);
#endif
#ifdef APPLY_INSTANCED_TRANSFORMS
QF_InstancedTransform(Position, Normal);
#endif
}
void TransformVerts(inout vec4 Position, inout vec3 Normal, inout vec3 Tangent, inout vec2 TexCoord)
{
#ifdef NUM_BONE_INFLUENCES
QF_VertexDualQuatsTransform(NUM_BONE_INFLUENCES, Position, Normal, Tangent);
#endif
#ifdef APPLY_DEFORMVERTS
QF_DeformVerts(Position, Normal, TexCoord);
#endif
#ifdef APPLY_INSTANCED_TRANSFORMS
QF_InstancedTransform(Position, Normal);
#endif
}
void main(void)
{
vec4 Position = a_Position;
vec3 Normal = a_Normal.xyz;
vec2 TexCoord = a_TexCoord;
TransformVerts(Position, Normal, TexCoord);
FogGen(Position, v_FogCoord);
gl_Position = u_ModelViewProjectionMatrix * Position;
}
#endif // VERTEX_SHADER
#ifdef FRAGMENT_SHADER
// Fragment shader
void main(void)
{
float fogDensity = FogDensity(v_FogCoord);
qf_FragColor = vec4(u_Fog.Color, fogDensity);
}
#endif // FRAGMENT_SHADER
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