diff options
Diffstat (limited to 'gfx')
-rw-r--r-- | gfx/gl/shaders/basicShader.fs | 30 | ||||
-rw-r--r-- | gfx/gl/shaders/basicShader.vs | 36 | ||||
-rw-r--r-- | gfx/gl/shaders/landmassShader.fs | 74 | ||||
-rw-r--r-- | gfx/gl/shaders/landmassShader.vs | 38 | ||||
-rw-r--r-- | gfx/gl/shaders/waterShader.fs | 26 | ||||
-rw-r--r-- | gfx/gl/shaders/waterShader.vs | 44 |
6 files changed, 124 insertions, 124 deletions
diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs index fe9a6b3..c20035d 100644 --- a/gfx/gl/shaders/basicShader.fs +++ b/gfx/gl/shaders/basicShader.fs @@ -1,15 +1,15 @@ -#version 130
-
-in vec2 texCoord0;
-in vec3 normal0;
-
-uniform sampler2D sampler;
-uniform vec3 lightDirection;
-uniform vec3 lightColor;
-uniform vec3 ambientColor;
-
-void main()
-{
- gl_FragColor = texture(sampler, texCoord0);
- gl_FragColor.rgb *= clamp(ambientColor + (dot(-lightDirection, normal0) * lightColor), 0.0, 1.0);
-}
+#version 130 + +in vec2 texCoord0; +in vec3 normal0; + +uniform sampler2D sampler; +uniform vec3 lightDirection; +uniform vec3 lightColor; +uniform vec3 ambientColor; + +void main() +{ + gl_FragColor = texture(sampler, texCoord0); + gl_FragColor.rgb *= clamp(ambientColor + (dot(-lightDirection, normal0) * lightColor), 0.0, 1.0); +} diff --git a/gfx/gl/shaders/basicShader.vs b/gfx/gl/shaders/basicShader.vs index 406edc4..2ef6697 100644 --- a/gfx/gl/shaders/basicShader.vs +++ b/gfx/gl/shaders/basicShader.vs @@ -1,18 +1,18 @@ -#version 130
-
-in vec3 position;
-in vec2 texCoord;
-in vec3 normal;
-
-out vec2 texCoord0;
-out vec3 normal0;
-
-uniform mat4 viewProjection;
-uniform mat4 model;
-
-void main()
-{
- gl_Position = viewProjection * model * vec4(position, 1.0);
- texCoord0 = texCoord;
- normal0 = (model * vec4(normal, 0.0)).xyz;
-}
+#version 130 + +in vec3 position; +in vec2 texCoord; +in vec3 normal; + +out vec2 texCoord0; +out vec3 normal0; + +uniform mat4 viewProjection; +uniform mat4 model; + +void main() +{ + gl_Position = viewProjection * model * vec4(position, 1.0); + texCoord0 = texCoord; + normal0 = (model * vec4(normal, 0.0)).xyz; +} diff --git a/gfx/gl/shaders/landmassShader.fs b/gfx/gl/shaders/landmassShader.fs index 55c30ac..09e4565 100644 --- a/gfx/gl/shaders/landmassShader.fs +++ b/gfx/gl/shaders/landmassShader.fs @@ -1,37 +1,37 @@ -#version 130
-
-in vec2 texCoord0;
-in vec3 normal0;
-in float height;
-
-uniform sampler2D sampler;
-uniform vec3 lightDirection;
-uniform vec3 lightColor;
-uniform vec3 ambientColor;
-
-const vec3 grass = vec3(.1, .4, .05);
-const vec3 sand = vec3(.76, .7, .5);
-const vec3 snow = vec3(.97, .97, .99);
-
-const float beachline = .5;
-const float snowline_low = 28;
-const float snowline_high = 30;
-
-void
-main()
-{
- gl_FragColor = texture(sampler, texCoord0);
- gl_FragColor.rgb *= clamp(ambientColor + (dot(-lightDirection, normal0) * lightColor), 0.0, 1.0);
- if (height < beachline) {
- gl_FragColor.rgb *= sand;
- }
- else if (height > snowline_high) {
- gl_FragColor.rgb *= snow;
- }
- else if (height > snowline_low) {
- gl_FragColor.rgb *= mix(grass, snow, (height - snowline_low) / (snowline_high - snowline_low));
- }
- else {
- gl_FragColor.rgb *= grass;
- }
-}
+#version 130 + +in vec2 texCoord0; +in vec3 normal0; +in float height; + +uniform sampler2D sampler; +uniform vec3 lightDirection; +uniform vec3 lightColor; +uniform vec3 ambientColor; + +const vec3 grass = vec3(.1, .4, .05); +const vec3 sand = vec3(.76, .7, .5); +const vec3 snow = vec3(.97, .97, .99); + +const float beachline = .5; +const float snowline_low = 28; +const float snowline_high = 30; + +void +main() +{ + gl_FragColor = texture(sampler, texCoord0); + gl_FragColor.rgb *= clamp(ambientColor + (dot(-lightDirection, normal0) * lightColor), 0.0, 1.0); + if (height < beachline) { + gl_FragColor.rgb *= sand; + } + else if (height > snowline_high) { + gl_FragColor.rgb *= snow; + } + else if (height > snowline_low) { + gl_FragColor.rgb *= mix(grass, snow, (height - snowline_low) / (snowline_high - snowline_low)); + } + else { + gl_FragColor.rgb *= grass; + } +} diff --git a/gfx/gl/shaders/landmassShader.vs b/gfx/gl/shaders/landmassShader.vs index dc92e95..44eed39 100644 --- a/gfx/gl/shaders/landmassShader.vs +++ b/gfx/gl/shaders/landmassShader.vs @@ -1,19 +1,19 @@ -#version 130
-
-in vec3 position;
-in vec2 texCoord;
-in vec3 normal;
-
-out vec2 texCoord0;
-out vec3 normal0;
-out float height;
-
-uniform mat4 viewProjection;
-
-void main()
-{
- gl_Position = viewProjection * vec4(position, 1.0);
- texCoord0 = texCoord;
- normal0 = normal;
- height = position.y;
-}
+#version 130 + +in vec3 position; +in vec2 texCoord; +in vec3 normal; + +out vec2 texCoord0; +out vec3 normal0; +out float height; + +uniform mat4 viewProjection; + +void main() +{ + gl_Position = viewProjection * vec4(position, 1.0); + texCoord0 = texCoord; + normal0 = normal; + height = position.y; +} diff --git a/gfx/gl/shaders/waterShader.fs b/gfx/gl/shaders/waterShader.fs index bdfbc33..c7d14cf 100644 --- a/gfx/gl/shaders/waterShader.fs +++ b/gfx/gl/shaders/waterShader.fs @@ -1,13 +1,13 @@ -#version 130
-
-in vec2 texCoord0;
-in float depth;
-
-uniform sampler2D sampler;
-uniform vec3 waves;
-
-void main()
-{
- gl_FragColor = texture(sampler, texCoord0);
- gl_FragColor.a *= clamp(-depth * .7, .1, 1.0);
-}
+#version 130 + +in vec2 texCoord0; +in float depth; + +uniform sampler2D sampler; +uniform vec3 waves; + +void main() +{ + gl_FragColor = texture(sampler, texCoord0); + gl_FragColor.a *= clamp(-depth * .7, .1, 1.0); +} diff --git a/gfx/gl/shaders/waterShader.vs b/gfx/gl/shaders/waterShader.vs index 2efff85..7a641b0 100644 --- a/gfx/gl/shaders/waterShader.vs +++ b/gfx/gl/shaders/waterShader.vs @@ -1,22 +1,22 @@ -#version 130
-
-in vec3 position;
-in vec2 texCoord;
-in vec3 normal;
-
-out vec2 texCoord0;
-out float depth;
-
-uniform mat4 viewProjection;
-uniform vec3 waves;
-
-void main()
-{
- vec3 wpos = vec3(
- position.x + cos(waves.x),
- cos(waves.x + position.x + (position.z / 8)) * .3,
- position.z + cos(waves.x * waves.z / 2));
- gl_Position = viewProjection * vec4(wpos, 1.0);
- texCoord0 = texCoord;
- depth = position.y;
-}
+#version 130 + +in vec3 position; +in vec2 texCoord; +in vec3 normal; + +out vec2 texCoord0; +out float depth; + +uniform mat4 viewProjection; +uniform vec3 waves; + +void main() +{ + vec3 wpos = vec3( + position.x + cos(waves.x), + cos(waves.x + position.x + (position.z / 8)) * .3, + position.z + cos(waves.x * waves.z / 2)); + gl_Position = viewProjection * vec4(wpos, 1.0); + texCoord0 = texCoord; + depth = position.y; +} |