forked from Mirrorlandia_minetest/irrlicht
28d0e0644c
Currently, they are identical to OGLES2 shaders, except of version specification.
73 lines
1.4 KiB
GLSL
73 lines
1.4 KiB
GLSL
#version 100
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precision mediump float;
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/* Uniforms */
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uniform int uTextureUsage0;
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uniform int uTextureUsage1;
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uniform sampler2D uTextureUnit0;
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uniform sampler2D uTextureUnit1;
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uniform int uFogEnable;
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uniform int uFogType;
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uniform vec4 uFogColor;
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uniform float uFogStart;
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uniform float uFogEnd;
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uniform float uFogDensity;
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/* Varyings */
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varying vec2 vTextureCoord0;
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varying vec2 vTextureCoord1;
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varying vec4 vVertexColor;
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varying vec4 vSpecularColor;
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varying float vFogCoord;
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float computeFog()
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{
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const float LOG2 = 1.442695;
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float FogFactor = 0.0;
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if (uFogType == 0) // Exp
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{
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FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
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}
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else if (uFogType == 1) // Linear
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{
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float Scale = 1.0 / (uFogEnd - uFogStart);
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FogFactor = (uFogEnd - vFogCoord) * Scale;
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}
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else if (uFogType == 2) // Exp2
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{
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FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
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}
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FogFactor = clamp(FogFactor, 0.0, 1.0);
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return FogFactor;
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}
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void main()
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{
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vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
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vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
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if (bool(uTextureUsage0))
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Color0 = texture2D(uTextureUnit0, vTextureCoord0);
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if (bool(uTextureUsage1))
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Color1 = texture2D(uTextureUnit1, vTextureCoord1);
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vec4 FinalColor = (Color0 * Color1) * vVertexColor + vSpecularColor;
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if (bool(uFogEnable))
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{
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float FogFactor = computeFog();
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vec4 FogColor = uFogColor;
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FogColor.a = 1.0;
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FinalColor = mix(FogColor, FinalColor, FogFactor);
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}
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gl_FragColor = FinalColor;
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}
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