80 lines
1.7 KiB
Lua
80 lines
1.7 KiB
Lua
return shader_new{name="misc_diff",
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vert=[=[
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// Vertex shader
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varying vec4 cpos;
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varying vec4 wpos;
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varying vec4 wnorm;
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varying float fogmul;
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uniform float time;
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void main()
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{
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wpos = gl_Vertex;
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cpos = (gl_ModelViewMatrixInverse * vec4(0.0, 0.0, 0.0, 1.0));
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wnorm = vec4(normalize(gl_Normal), 0.0);
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fogmul = 1.0 / (length(gl_ModelViewMatrixInverse * vec4(0.0, 0.0, -1.0, 0.0)) * gl_Fog.end);
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gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * wpos;
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gl_FrontColor = gl_Color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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]=], frag=[=[
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// Fragment shader
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varying vec4 cpos;
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varying vec4 wpos;
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varying vec4 wnorm;
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varying float fogmul;
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uniform vec4 sun;
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uniform sampler2D tex0;
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void main()
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{
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float fog_strength = min(1.0, length((wpos - cpos).xyz) * fogmul);
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fog_strength *= fog_strength;
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vec4 color = gl_Color;
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if(gl_TexCoord[0].s >= -0.1)
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{
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vec4 tcolor = texture2D(tex0, gl_TexCoord[0].st);
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color *= tcolor;
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}
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if(gl_ProjectionMatrix[3][3] == 1.0)
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{
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// Skip lighting on orthographics
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gl_FragColor = color;
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} else {
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vec4 camto = vec4(normalize((wpos - cpos).xyz), 0.0);
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// Diffuse
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float diff = max(0.0, dot(-camto, wnorm));
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diff = 0.3 + 1.5*diff; // Exaggerated
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// Specular
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// disabling until it makes sense
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/*
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vec4 specdir = normalize(2.0*dot(wnorm, -sun)*wnorm - -sun);
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float spec = max(0.0, dot(-camto, specdir));
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spec = pow(spec, 32.0)*0.6;
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*/
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//color = vec4(vec3(color.rgb * diff) + vec3(1.0)*spec, color.a);
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diff = diff * (1.0 - fog_strength);
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diff = min(1.5, diff);
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color = vec4(color.rgb * diff, color.a);
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color = max(vec4(0.0), min(vec4(1.0), color));
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//color = vec4(0.5+0.5*sin(3.141593*(color.rgb-0.5)), color.a);
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gl_FragColor = color * (1.0 - fog_strength)
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+ gl_Fog.color * fog_strength;
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}
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}
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]=]}
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