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b010714426
* Move irrlicht shaders to correct place * Remove unused Irrlicht tests
76 lines
1.3 KiB
GLSL
76 lines
1.3 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 sampler2D uTextureUnit0;
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uniform int uBlendType;
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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 vec4 vVertexColor;
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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 = vVertexColor;
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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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Color1 = texture2D(uTextureUnit0, vTextureCoord0);
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vec4 FinalColor = Color0 * Color1;
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if (uBlendType == 1)
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{
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FinalColor.w = Color0.w;
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}
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else if (uBlendType == 2)
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{
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FinalColor.w = Color1.w;
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}
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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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