ShaderSource and silly example shaders
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17
client/shaders/the_darkness_of_light/opengl_fragment.asm
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17
client/shaders/the_darkness_of_light/opengl_fragment.asm
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!!ARBfp1.0
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#Input
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ATTRIB inTexCoord = fragment.texcoord; # texture coordinates
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ATTRIB inColor = fragment.color.primary; # interpolated diffuse color
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#Output
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OUTPUT outColor = result.color;
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TEMP texelColor;
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TXP texelColor, inTexCoord, texture, 2D;
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MUL texelColor, texelColor, inColor; # multiply with color
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SUB outColor, {1.0,1.0,1.0,1.0}, texelColor;
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MOV outColor.w, 1.0;
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END
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uniform sampler2D myTexture;
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void main (void)
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{
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vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
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col *= gl_Color;
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gl_FragColor = vec4(1.0-col.r, 1.0-col.g, 1.0-col.b, 1.0);
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}
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38
client/shaders/the_darkness_of_light/opengl_vertex.asm
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client/shaders/the_darkness_of_light/opengl_vertex.asm
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!!ARBvp1.0
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#input
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ATTRIB InPos = vertex.position;
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ATTRIB InColor = vertex.color;
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ATTRIB InNormal = vertex.normal;
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ATTRIB InTexCoord = vertex.texcoord;
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#output
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OUTPUT OutPos = result.position;
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OUTPUT OutColor = result.color;
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OUTPUT OutTexCoord = result.texcoord;
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PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.
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TEMP Temp;
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TEMP TempColor;
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TEMP TempCompare;
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#transform position to clip space
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DP4 Temp.x, MVP[0], InPos;
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DP4 Temp.y, MVP[1], InPos;
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DP4 Temp.z, MVP[2], InPos;
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DP4 Temp.w, MVP[3], InPos;
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# check if normal.y > 0.5
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SLT TempCompare, InNormal, {0.5,0.5,0.5,0.5};
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MUL TempCompare.z, TempCompare.y, 0.5;
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SUB TempCompare.x, 1.0, TempCompare.z;
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MOV TempCompare.y, TempCompare.x;
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MOV TempCompare.z, TempCompare.x;
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# calculate light color
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MUL OutColor, InColor, TempCompare;
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MOV OutColor.w, 1.0; # we want alpha to be always 1
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MOV OutTexCoord, InTexCoord; # store texture coordinate
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MOV OutPos, Temp;
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END
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client/shaders/the_darkness_of_light/opengl_vertex.glsl
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client/shaders/the_darkness_of_light/opengl_vertex.glsl
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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void main(void)
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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if(gl_Normal.y > 0.5)
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gl_FrontColor = gl_BackColor = gl_Color;
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else
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gl_FrontColor = gl_BackColor = gl_Color * 0.5;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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