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[no sq] Move shaders & remove dead Irrlicht tests (#15006)

* Move irrlicht shaders to correct place

* Remove unused Irrlicht tests
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sfan5 2024-08-19 09:17:52 +02:00 committed by GitHub
parent 48845de46e
commit b010714426
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44 changed files with 0 additions and 1274 deletions

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../../irr/media/Shaders

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#version 100
precision mediump float;
/* Uniforms */
uniform int uTextureUsage0;
uniform sampler2D uTextureUnit0;
uniform int uBlendType;
uniform int uFogEnable;
uniform int uFogType;
uniform vec4 uFogColor;
uniform float uFogStart;
uniform float uFogEnd;
uniform float uFogDensity;
/* Varyings */
varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
varying float vFogCoord;
float computeFog()
{
const float LOG2 = 1.442695;
float FogFactor = 0.0;
if (uFogType == 0) // Exp
{
FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
}
else if (uFogType == 1) // Linear
{
float Scale = 1.0 / (uFogEnd - uFogStart);
FogFactor = (uFogEnd - vFogCoord) * Scale;
}
else if (uFogType == 2) // Exp2
{
FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
}
FogFactor = clamp(FogFactor, 0.0, 1.0);
return FogFactor;
}
void main()
{
vec4 Color0 = vVertexColor;
vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
if (bool(uTextureUsage0))
Color1 = texture2D(uTextureUnit0, vTextureCoord0);
vec4 FinalColor = Color0 * Color1;
if (uBlendType == 1)
{
FinalColor.w = Color0.w;
}
else if (uBlendType == 2)
{
FinalColor.w = Color1.w;
}
if (bool(uFogEnable))
{
float FogFactor = computeFog();
vec4 FogColor = uFogColor;
FogColor.a = 1.0;
FinalColor = mix(FogColor, FinalColor, FogFactor);
}
gl_FragColor = FinalColor;
}

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#version 100
precision mediump float;
/* Uniforms */
uniform int uTextureUsage;
uniform sampler2D uTextureUnit;
/* Varyings */
varying vec2 vTextureCoord;
varying vec4 vVertexColor;
void main()
{
vec4 Color = vVertexColor;
if (bool(uTextureUsage))
Color *= texture2D(uTextureUnit, vTextureCoord);
gl_FragColor = Color;
}

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#version 100
/* Attributes */
attribute vec4 inVertexPosition;
attribute vec4 inVertexColor;
attribute vec2 inTexCoord0;
/* Uniforms */
uniform float uThickness;
/* Varyings */
varying vec2 vTextureCoord;
varying vec4 vVertexColor;
void main()
{
gl_Position = inVertexPosition;
gl_PointSize = uThickness;
vTextureCoord = inTexCoord0;
vVertexColor = inVertexColor.bgra;
}

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#version 100
precision mediump float;
/* Varyings */
varying vec4 vVertexColor;
void main()
{
gl_FragColor = vVertexColor;
}

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#version 100
precision mediump float;
/* Uniforms */
uniform int uTextureUsage0;
uniform sampler2D uTextureUnit0;
uniform int uFogEnable;
uniform int uFogType;
uniform vec4 uFogColor;
uniform float uFogStart;
uniform float uFogEnd;
uniform float uFogDensity;
/* Varyings */
varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
varying float vFogCoord;
float computeFog()
{
const float LOG2 = 1.442695;
float FogFactor = 0.0;
if (uFogType == 0) // Exp
{
FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
}
else if (uFogType == 1) // Linear
{
float Scale = 1.0 / (uFogEnd - uFogStart);
FogFactor = (uFogEnd - vFogCoord) * Scale;
}
else if (uFogType == 2) // Exp2
{
FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
}
FogFactor = clamp(FogFactor, 0.0, 1.0);
return FogFactor;
}
void main()
{
vec4 Color = vVertexColor;
if (bool(uTextureUsage0))
Color *= texture2D(uTextureUnit0, vTextureCoord0);
if (bool(uFogEnable))
{
float FogFactor = computeFog();
vec4 FogColor = uFogColor;
FogColor.a = 1.0;
Color = mix(FogColor, Color, FogFactor);
}
gl_FragColor = Color;
}

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#version 100
/* Attributes */
attribute vec3 inVertexPosition;
attribute vec3 inVertexNormal;
attribute vec4 inVertexColor;
attribute vec2 inTexCoord0;
/* Uniforms */
uniform mat4 uWVPMatrix;
uniform mat4 uWVMatrix;
uniform mat4 uNMatrix;
uniform mat4 uTMatrix0;
uniform float uThickness;
/* Varyings */
varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
varying float vFogCoord;
void main()
{
gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
gl_PointSize = uThickness;
vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
vVertexColor = inVertexColor.bgra;
vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
vFogCoord = length(Position);
}

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#version 100
precision mediump float;
/* Uniforms */
uniform float uAlphaRef;
uniform int uTextureUsage0;
uniform sampler2D uTextureUnit0;
uniform int uFogEnable;
uniform int uFogType;
uniform vec4 uFogColor;
uniform float uFogStart;
uniform float uFogEnd;
uniform float uFogDensity;
/* Varyings */
varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
varying float vFogCoord;
float computeFog()
{
const float LOG2 = 1.442695;
float FogFactor = 0.0;
if (uFogType == 0) // Exp
{
FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
}
else if (uFogType == 1) // Linear
{
float Scale = 1.0 / (uFogEnd - uFogStart);
FogFactor = (uFogEnd - vFogCoord) * Scale;
}
else if (uFogType == 2) // Exp2
{
FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
}
FogFactor = clamp(FogFactor, 0.0, 1.0);
return FogFactor;
}
void main()
{
vec4 Color = vVertexColor;
if (bool(uTextureUsage0))
{
Color *= texture2D(uTextureUnit0, vTextureCoord0);
// TODO: uAlphaRef should rather control sharpness of alpha, don't know how to do that right now and this works in most cases.
if (Color.a < uAlphaRef)
discard;
}
if (bool(uFogEnable))
{
float FogFactor = computeFog();
vec4 FogColor = uFogColor;
FogColor.a = 1.0;
Color = mix(FogColor, Color, FogFactor);
}
gl_FragColor = Color;
}

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#version 100
precision mediump float;
/* Uniforms */
uniform float uAlphaRef;
uniform int uTextureUsage0;
uniform sampler2D uTextureUnit0;
uniform int uFogEnable;
uniform int uFogType;
uniform vec4 uFogColor;
uniform float uFogStart;
uniform float uFogEnd;
uniform float uFogDensity;
/* Varyings */
varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
varying float vFogCoord;
float computeFog()
{
const float LOG2 = 1.442695;
float FogFactor = 0.0;
if (uFogType == 0) // Exp
{
FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
}
else if (uFogType == 1) // Linear
{
float Scale = 1.0 / (uFogEnd - uFogStart);
FogFactor = (uFogEnd - vFogCoord) * Scale;
}
else if (uFogType == 2) // Exp2
{
FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
}
FogFactor = clamp(FogFactor, 0.0, 1.0);
return FogFactor;
}
void main()
{
vec4 Color = vVertexColor;
if (bool(uTextureUsage0))
Color *= texture2D(uTextureUnit0, vTextureCoord0);
if (Color.a < uAlphaRef)
discard;
if (bool(uFogEnable))
{
float FogFactor = computeFog();
vec4 FogColor = uFogColor;
FogColor.a = 1.0;
Color = mix(FogColor, Color, FogFactor);
}
gl_FragColor = Color;
}

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#version 100
precision mediump float;
/* Uniforms */
uniform int uTextureUsage0;
uniform sampler2D uTextureUnit0;
uniform int uFogEnable;
uniform int uFogType;
uniform vec4 uFogColor;
uniform float uFogStart;
uniform float uFogEnd;
uniform float uFogDensity;
/* Varyings */
varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
varying float vFogCoord;
float computeFog()
{
const float LOG2 = 1.442695;
float FogFactor = 0.0;
if (uFogType == 0) // Exp
{
FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
}
else if (uFogType == 1) // Linear
{
float Scale = 1.0 / (uFogEnd - uFogStart);
FogFactor = (uFogEnd - vFogCoord) * Scale;
}
else if (uFogType == 2) // Exp2
{
FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
}
FogFactor = clamp(FogFactor, 0.0, 1.0);
return FogFactor;
}
void main()
{
vec4 Color = vVertexColor;
if (bool(uTextureUsage0))
Color *= texture2D(uTextureUnit0, vTextureCoord0);
if (bool(uFogEnable))
{
float FogFactor = computeFog();
vec4 FogColor = uFogColor;
FogColor.a = 1.0;
Color = mix(FogColor, Color, FogFactor);
}
gl_FragColor = Color;
}