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Implement a global shader parameter passing system and useful shaders

This commit is contained in:
Perttu Ahola 2012-12-01 03:02:16 +02:00
parent 22e6fb7056
commit 27373919f4
15 changed files with 241 additions and 90 deletions

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trans_alphach_ref

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uniform sampler2D myTexture;
uniform vec4 skyBgColor;
uniform float fogDistance;
varying vec3 vPosition;
void main (void)
{
//vec4 col = vec4(1.0, 0.0, 0.0, 1.0);
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
float a = col.a;
col *= gl_Color;
col = col * col; // SRGB -> Linear
col *= 1.8;
col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
col = sqrt(col); // Linear -> SRGB
if(fogDistance != 0.0){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
gl_FragColor = vec4(col.r, col.g, col.b, a);
}

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uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
varying vec3 vPosition;
void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
if(gl_Normal.y > 0.5)
gl_FrontColor = gl_BackColor = gl_Color;
else
gl_FrontColor = gl_BackColor = gl_Color * 0.7;
/*if(gl_Normal.y > 0.5)
gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
else
gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0) * 0.7;*/
gl_TexCoord[0] = gl_MultiTexCoord0;
}

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trans_alphach

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uniform sampler2D myTexture;
uniform float fogDistance;
varying vec3 vPosition;
void main (void)
{
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
col *= gl_Color;
float a = gl_Color.a;
col = col * col; // SRGB -> Linear
col *= 1.8;
col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
col = sqrt(col); // Linear -> SRGB
if(fogDistance != 0.0){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
a = mix(a, 0.0, d);
}
gl_FragColor = vec4(col.r, col.g, col.b, a);
}

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uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
varying vec3 vPosition;
void main(void)
{
vec4 pos = gl_Vertex;
pos.y -= 2.0;
gl_Position = mWorldViewProj * pos;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
gl_FrontColor = gl_BackColor = gl_Color;
//gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
gl_TexCoord[0] = gl_MultiTexCoord0;
}

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!!ARBfp1.0
#Input
ATTRIB inTexCoord = fragment.texcoord; # texture coordinates
ATTRIB inColor = fragment.color.primary; # interpolated diffuse color
#Output
OUTPUT outColor = result.color;
TEMP texelColor;
TXP texelColor, inTexCoord, texture, 2D;
MUL texelColor, texelColor, inColor; # multiply with color
SUB outColor, {1.0,1.0,1.0,1.0}, texelColor;
MOV outColor.w, 1.0;
END

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uniform sampler2D myTexture;
void main (void)
{
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
col *= gl_Color;
gl_FragColor = vec4(1.0-col.r, 1.0-col.g, 1.0-col.b, 1.0);
}

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!!ARBvp1.0
#input
ATTRIB InPos = vertex.position;
ATTRIB InColor = vertex.color;
ATTRIB InNormal = vertex.normal;
ATTRIB InTexCoord = vertex.texcoord;
#output
OUTPUT OutPos = result.position;
OUTPUT OutColor = result.color;
OUTPUT OutTexCoord = result.texcoord;
PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.
TEMP Temp;
TEMP TempColor;
TEMP TempCompare;
#transform position to clip space
DP4 Temp.x, MVP[0], InPos;
DP4 Temp.y, MVP[1], InPos;
DP4 Temp.z, MVP[2], InPos;
DP4 Temp.w, MVP[3], InPos;
# check if normal.y > 0.5
SLT TempCompare, InNormal, {0.5,0.5,0.5,0.5};
MUL TempCompare.z, TempCompare.y, 0.5;
SUB TempCompare.x, 1.0, TempCompare.z;
MOV TempCompare.y, TempCompare.x;
MOV TempCompare.z, TempCompare.x;
# calculate light color
MUL OutColor, InColor, TempCompare;
MOV OutColor.w, 1.0; # we want alpha to be always 1
MOV OutTexCoord, InTexCoord; # store texture coordinate
MOV OutPos, Temp;
END

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uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
if(gl_Normal.y > 0.5)
gl_FrontColor = gl_BackColor = gl_Color;
else
gl_FrontColor = gl_BackColor = gl_Color * 0.5;
gl_TexCoord[0] = gl_MultiTexCoord0;
}