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Implement a global shader parameter passing system and useful shaders
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22e6fb7056
commit
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15 changed files with 241 additions and 90 deletions
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client/shaders/test_shader_2/.opengl_fragment.glsl.swo
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client/shaders/test_shader_2/.opengl_fragment.glsl.swo
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client/shaders/test_shader_2/base.txt
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client/shaders/test_shader_2/base.txt
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trans_alphach
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client/shaders/test_shader_2/opengl_fragment.glsl
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client/shaders/test_shader_2/opengl_fragment.glsl
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uniform sampler2D myTexture;
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uniform float fogDistance;
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varying vec3 vPosition;
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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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float a = gl_Color.a;
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col = col * col; // SRGB -> Linear
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col *= 1.8;
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col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
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col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
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col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
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col = sqrt(col); // Linear -> SRGB
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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a = mix(a, 0.0, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, a);
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}
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client/shaders/test_shader_2/opengl_vertex.glsl
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client/shaders/test_shader_2/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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varying vec3 vPosition;
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void main(void)
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{
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vec4 pos = gl_Vertex;
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pos.y -= 2.0;
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gl_Position = mWorldViewProj * pos;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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gl_FrontColor = gl_BackColor = gl_Color;
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//gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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