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[require]
GLSL >= 1.10
[fragment shader]
#define FRAGMENT_SHADER
// Warsow GLSL shader
varying vec4 ProjVector;
#ifdef VERTEX_SHADER
// Vertex shader
uniform float OutlineHeight;
void main(void)
{
gl_FrontColor = gl_Color;
vec4 n = vec4(gl_Normal.xyz, 0.0);
vec4 v = vec4(gl_Vertex) + n * OutlineHeight;
gl_Position = gl_ModelViewProjectionMatrix * v;
ProjVector = gl_Position;
#ifdef APPLY_CLIPPING
#ifdef __GLSL_CG_DATA_TYPES
gl_ClipVertex = gl_ModelViewMatrix * v;
#endif
#endif
}
#endif // VERTEX_SHADER
#ifdef FRAGMENT_SHADER
// Fragment shader
uniform float OutlineCutOff;
void main(void)
{
#ifdef APPLY_OUTLINES_CUTOFF
if (OutlineCutOff > 0.0 && (ProjVector.w > OutlineCutOff))
discard;
#endif
gl_FragColor = vec4 (gl_Color);
}
#endif // FRAGMENT_SHADER
[vertex shader]
#define VERTEX_SHADER
// Warsow GLSL shader
varying vec4 ProjVector;
#ifdef VERTEX_SHADER
// Vertex shader
uniform float OutlineHeight;
void main(void)
{
gl_FrontColor = gl_Color;
vec4 n = vec4(gl_Normal.xyz, 0.0);
vec4 v = vec4(gl_Vertex) + n * OutlineHeight;
gl_Position = gl_ModelViewProjectionMatrix * v;
ProjVector = gl_Position;
#ifdef APPLY_CLIPPING
#ifdef __GLSL_CG_DATA_TYPES
gl_ClipVertex = gl_ModelViewMatrix * v;
#endif
#endif
}
#endif // VERTEX_SHADER
#ifdef FRAGMENT_SHADER
// Fragment shader
uniform float OutlineCutOff;
void main(void)
{
#ifdef APPLY_OUTLINES_CUTOFF
if (OutlineCutOff > 0.0 && (ProjVector.w > OutlineCutOff))
discard;
#endif
gl_FragColor = vec4 (gl_Color);
}
#endif // FRAGMENT_SHADER
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