diff options
author | aap <aap@papnet.eu> | 2021-01-12 13:41:22 +0100 |
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committer | aap <aap@papnet.eu> | 2021-01-12 13:41:29 +0100 |
commit | 9b2037419f96c6627cb5f2a6f9d127ef1dcdb9df (patch) | |
tree | a7873279062f306cfc0371d29d4b015a5920642e /src/extras/shaders/leedsVehicle_mobile_fs_gl.inc | |
parent | 8888ee3974587cfb6172e420210df75e5c5de3f7 (diff) |
mobile vehicle rendering
Diffstat (limited to 'src/extras/shaders/leedsVehicle_mobile_fs_gl.inc')
-rw-r--r-- | src/extras/shaders/leedsVehicle_mobile_fs_gl.inc | 78 |
1 files changed, 78 insertions, 0 deletions
diff --git a/src/extras/shaders/leedsVehicle_mobile_fs_gl.inc b/src/extras/shaders/leedsVehicle_mobile_fs_gl.inc new file mode 100644 index 00000000..8098599c --- /dev/null +++ b/src/extras/shaders/leedsVehicle_mobile_fs_gl.inc @@ -0,0 +1,78 @@ +const char *leedsVehicle_mobile_frag_src = +"uniform sampler2D tex0;\n" +"uniform sampler2D tex1;\n" + +"uniform float u_fxparams;\n" +"uniform vec3 u_skyTop;\n" +"uniform vec3 u_skyBot;\n" + +"#define shininess (u_fxparams)\n" + +"// matfx:\n" +"// case 1 normal envmap\n" +"// custom1 (4.0, 1.0, 1.0, coef)\n" +"// custom2 (0.25, 3.0, 1.0, 1.0)\n" +"// case 2 too strong\n" +"// custom1 (4.0, 1.0, 2.0, coef)\n" +"// custom2 (0.5, 3.0, 1.0, 1.0)\n" +"// ???: practically no fresnel\n" +"// custom1 (4.0, 1.25, 0.01, coef)\n" +"// custom2 (1.0, 2.0, 1.1, 2.0)\n" + +"#define power (4.0)\n" + +"#define preMult (1.0)\n" +"#define postMult (1.0)\n" +"#define minRefl (0.25)\n" +"#define maxRefl (3.0)\n" +"#define minOpacity (1.0)\n" +"#define maxOpacity (1.0)\n" + +"//#define preMult (1.0)\n" +"//#define postMult (2.0)\n" +"//#define minRefl (0.5)\n" +"//#define maxRefl (3.0)\n" +"//#define minOpacity (1.0)\n" +"//#define maxOpacity (1.0)\n" + +"//#define preMult (1.25)\n" +"//#define postMult (0.01)\n" +"//#define minRefl (1.0)\n" +"//#define maxRefl (2.0)\n" +"//#define minOpacity (1.1)\n" +"//#define maxOpacity (2.0)\n" + +"FSIN vec4 v_color;\n" +"FSIN vec2 v_tex0;\n" +"FSIN vec2 v_tex1;\n" +"FSIN float v_fog;\n" +"FSIN vec2 v_reflData;\n" + +"#define v_NdotV (v_reflData.x)\n" +"#define v_lightingCont (v_reflData.y)\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" + +" vec3 envtex = texture(tex1, v_tex1).rgb; // V flipped\n" +" vec3 skyColour = mix(u_skyBot, u_skyTop, envtex.g);\n" +" vec3 envOut = mix(envtex.rrr, skyColour, envtex.b);\n" + +" float fresnel = mix(shininess, shininess * 2.0, v_NdotV);\n" +" fresnel = pow(v_NdotV * preMult, power);\n" +" fresnel = clamp(fresnel * postMult, 0.0, 1.0);\n" +" float reflectivity = v_lightingCont * mix(minRefl, maxRefl, fresnel)*shininess;\n" + +" float opacity = mix(minOpacity, maxOpacity, fresnel)*pass1.a;\n" +" vec4 color = pass1 + vec4(reflectivity * envOut, 0.0);\n" +" color.a = opacity;\n" + +" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n" + +" DoAlphaTest(color.a);\n" + +" FRAGCOLOR(color);\n" +"}\n" +; |