forked from Mirrors/openclonk
118 lines
2.8 KiB
GLSL
118 lines
2.8 KiB
GLSL
|
|
uniform mat3x2 lightTransform;
|
|
|
|
#ifdef OC_MESH
|
|
//uniform vec4 materialAmbient;
|
|
uniform vec4 materialDiffuse;
|
|
uniform vec4 materialEmission;
|
|
uniform vec4 materialSpecular;
|
|
#endif
|
|
|
|
#ifdef OC_WITH_NORMALMAP
|
|
uniform mat3 normalMatrix;
|
|
uniform sampler2D normalTex;
|
|
#endif
|
|
|
|
uniform vec4 clrMod;
|
|
|
|
#ifdef OC_HAVE_OVERLAY
|
|
uniform vec4 overlayClr;
|
|
uniform sampler2D overlayTex;
|
|
#endif
|
|
|
|
#ifdef OC_MESH
|
|
in vec3 vtxNormal;
|
|
in vec2 texcoord;
|
|
#endif
|
|
|
|
#ifndef OC_MESH
|
|
in vec4 vtxColor;
|
|
#ifdef OC_HAVE_BASE
|
|
uniform sampler2D baseTex;
|
|
in vec2 texcoord;
|
|
#endif
|
|
#endif
|
|
|
|
out vec4 fragColor;
|
|
|
|
slice(material)
|
|
{
|
|
// Default material properties.
|
|
#ifdef OC_MESH
|
|
vec3 matEmit = vec3(0.0, 0.0, 0.0);//materialEmission.rgb;
|
|
vec3 matSpot = vec3(1.0, 1.0, 1.0);//materialSpecular.rgb;
|
|
#else
|
|
vec3 matEmit = vec3(0.0, 0.0, 0.0);
|
|
vec3 matSpot = vec3(1.0, 1.0, 1.0);
|
|
#endif
|
|
float matAngle = 1.0;
|
|
}
|
|
|
|
slice(texture)
|
|
{
|
|
#ifdef OC_MESH
|
|
// TODO: Add emission part of the material. Note we cannot just
|
|
// add this to the color, but it would need to be handled separately,
|
|
// such that it is independent from the incident light direction.
|
|
fragColor = materialDiffuse;
|
|
#else
|
|
|
|
#ifdef OC_HAVE_BASE
|
|
// Texturing: Use color from texture, modulated with vertex color
|
|
fragColor = vtxColor * texture(baseTex, texcoord);
|
|
#ifdef OC_HAVE_OVERLAY
|
|
// Get overlay color from overlay texture
|
|
vec4 overlay = vtxColor * overlayClr * texture(overlayTex, texcoord);
|
|
// Mix overlay with texture
|
|
float alpha0 = 1.0 - (1.0 - fragColor.a) * (1.0 - overlay.a);
|
|
fragColor = vec4(mix(fragColor.rgb, overlay.rgb, overlay.a / alpha0), alpha0);
|
|
#endif
|
|
#else
|
|
// No texturing: Just use color assigned to vertex
|
|
fragColor = vtxColor;
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
slice(texture+4)
|
|
{
|
|
#ifdef OC_DYNAMIC_LIGHT
|
|
// prepare texture coordinate for light lookup in LightShader.c
|
|
// Extra .xy since some old intel drivers return a vec3
|
|
vec2 lightCoord = (lightTransform * vec3(gl_FragCoord.xy, 1.0)).xy;
|
|
#endif
|
|
}
|
|
|
|
slice(normal)
|
|
{
|
|
#ifdef OC_WITH_NORMALMAP
|
|
vec4 normalPx = texture(normalTex, texcoord);
|
|
vec3 normalPxDir = 2.0 * (normalPx.xyz - vec3(0.5, 0.5, 0.5));
|
|
vec3 normal = normalize(normalMatrix * normalPxDir);
|
|
#else
|
|
#ifdef OC_MESH
|
|
vec3 normal = vtxNormal; // Normal matrix is already applied in vertex shader
|
|
#else
|
|
vec3 normal = vec3(0.0, 0.0, 1.0);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
slice(color)
|
|
{
|
|
// TODO: Instead of a conditional, we could compute the color as
|
|
// color = A + B*color + C*clrMod + D*color*clrMod;
|
|
// Then, mod2 would be A=-0.5, B=1, C=1, D=0
|
|
// and default would be A=0,B=0,C=0,D=1
|
|
// Would allow to avoid conditionsals and #ifdefs, but need 4 uniforms...
|
|
|
|
// Could also try some sort of 3x3 matrix:
|
|
// out = (color, clrmod, 1) * (A,B,C,D,E,F,0,0,G) * (color, clrmod, 1)
|
|
|
|
#ifdef OC_CLRMOD_MOD2
|
|
fragColor = vec4(clamp(fragColor.rgb + clrMod.rgb - 0.5, 0.0, 1.0), fragColor.a * clrMod.a);
|
|
#else
|
|
fragColor = fragColor * clrMod;
|
|
#endif
|
|
}
|