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authoraap <aap@papnet.eu>2021-08-17 12:58:39 +0200
committeraap <aap@papnet.eu>2021-08-17 12:58:39 +0200
commite2014cfd9298c584617cc18dfa8f74c1dd29f4fa (patch)
tree40585847a652b67c60fe36de4d0219e7db148aa3 /src/extras/shaders
parent2c4a3b5f5ee328f204558bf4f0aebf07c2e517a1 (diff)
fix opengl; update librw
Diffstat (limited to 'src/extras/shaders')
-rw-r--r--src/extras/shaders/leedsDefault.frag6
-rw-r--r--src/extras/shaders/leedsVehicle_mobile.frag8
-rw-r--r--src/extras/shaders/obj/leedsDefault_frag.inc6
-rw-r--r--src/extras/shaders/obj/leedsVehicle_mobile_frag.inc8
4 files changed, 10 insertions, 18 deletions
diff --git a/src/extras/shaders/leedsDefault.frag b/src/extras/shaders/leedsDefault.frag
index 3955e6a5..4284fb7a 100644
--- a/src/extras/shaders/leedsDefault.frag
+++ b/src/extras/shaders/leedsDefault.frag
@@ -1,11 +1,9 @@
uniform sampler2D tex0;
uniform sampler2D tex1;
-uniform float u_fxparams;
+uniform float u_shininess;
uniform vec4 u_colorscale;
-#define shininess (u_fxparams)
-
FSIN vec4 v_color;
FSIN vec2 v_tex0;
#if defined(PASS_BLEND) || defined(PASS_ADD)
@@ -23,7 +21,7 @@ main(void)
vec4 color;
#if defined(PASS_BLEND) || defined(PASS_ADD)
vec4 pass2 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
- pass2.a *= shininess;
+ pass2.a *= u_shininess;
pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);
// We simulate drawing this in two passes.
diff --git a/src/extras/shaders/leedsVehicle_mobile.frag b/src/extras/shaders/leedsVehicle_mobile.frag
index 467379dd..5c7a60b9 100644
--- a/src/extras/shaders/leedsVehicle_mobile.frag
+++ b/src/extras/shaders/leedsVehicle_mobile.frag
@@ -1,12 +1,10 @@
uniform sampler2D tex0;
uniform sampler2D tex1;
-uniform float u_fxparams;
+uniform float u_shininess;
uniform vec3 u_skyTop;
uniform vec3 u_skyBot;
-#define shininess (u_fxparams)
-
// matfx:
// case 1 normal envmap
// custom1 (4.0, 1.0, 1.0, coef)
@@ -59,10 +57,10 @@ main(void)
vec3 skyColour = mix(u_skyBot, u_skyTop, envtex.g);
vec3 envOut = mix(envtex.rrr, skyColour, envtex.b);
- float fresnel = mix(shininess, shininess * 2.0, v_NdotV);
+ float fresnel = mix(u_shininess, u_shininess * 2.0, v_NdotV);
fresnel = pow(v_NdotV * preMult, power);
fresnel = clamp(fresnel * postMult, 0.0, 1.0);
- float reflectivity = v_lightingCont * mix(minRefl, maxRefl, fresnel)*shininess;
+ float reflectivity = v_lightingCont * mix(minRefl, maxRefl, fresnel)*u_shininess;
float opacity = mix(minOpacity, maxOpacity, fresnel)*pass1.a;
vec4 color = pass1 + vec4(reflectivity * envOut, 0.0);
diff --git a/src/extras/shaders/obj/leedsDefault_frag.inc b/src/extras/shaders/obj/leedsDefault_frag.inc
index 312a32a3..e00eb66c 100644
--- a/src/extras/shaders/obj/leedsDefault_frag.inc
+++ b/src/extras/shaders/obj/leedsDefault_frag.inc
@@ -2,11 +2,9 @@ const char *leedsDefault_frag_src =
"uniform sampler2D tex0;\n"
"uniform sampler2D tex1;\n"
-"uniform float u_fxparams;\n"
+"uniform float u_shininess;\n"
"uniform vec4 u_colorscale;\n"
-"#define shininess (u_fxparams)\n"
-
"FSIN vec4 v_color;\n"
"FSIN vec2 v_tex0;\n"
"#if defined(PASS_BLEND) || defined(PASS_ADD)\n"
@@ -24,7 +22,7 @@ const char *leedsDefault_frag_src =
" vec4 color;\n"
"#if defined(PASS_BLEND) || defined(PASS_ADD)\n"
" vec4 pass2 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
-" pass2.a *= shininess;\n"
+" pass2.a *= u_shininess;\n"
" pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n"
" // We simulate drawing this in two passes.\n"
diff --git a/src/extras/shaders/obj/leedsVehicle_mobile_frag.inc b/src/extras/shaders/obj/leedsVehicle_mobile_frag.inc
index 8098599c..a937c327 100644
--- a/src/extras/shaders/obj/leedsVehicle_mobile_frag.inc
+++ b/src/extras/shaders/obj/leedsVehicle_mobile_frag.inc
@@ -2,12 +2,10 @@ const char *leedsVehicle_mobile_frag_src =
"uniform sampler2D tex0;\n"
"uniform sampler2D tex1;\n"
-"uniform float u_fxparams;\n"
+"uniform float u_shininess;\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"
@@ -60,10 +58,10 @@ const char *leedsVehicle_mobile_frag_src =
" 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"
+" float fresnel = mix(u_shininess, u_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 reflectivity = v_lightingCont * mix(minRefl, maxRefl, fresnel)*u_shininess;\n"
" float opacity = mix(minOpacity, maxOpacity, fresnel)*pass1.a;\n"
" vec4 color = pass1 + vec4(reflectivity * envOut, 0.0);\n"