mirror of
https://github.com/luanti-org/luanti.git
synced 2025-08-01 17:38:41 +00:00
Implement a global shader parameter passing system and useful shaders
This commit is contained in:
parent
22e6fb7056
commit
27373919f4
15 changed files with 241 additions and 90 deletions
23
client/shaders/test_shader_2/opengl_fragment.glsl
Normal file
23
client/shaders/test_shader_2/opengl_fragment.glsl
Normal file
|
@ -0,0 +1,23 @@
|
|||
|
||||
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);
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue