From 7889392ad37213dc7419fb2423052b342e38de5b Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 20 Feb 2021 13:51:54 +0000 Subject: dos2unix shader sources --- gfx/gl/shaders/basicShader.fs | 30 ++++++++-------- gfx/gl/shaders/basicShader.vs | 36 +++++++++---------- gfx/gl/shaders/landmassShader.fs | 74 ++++++++++++++++++++-------------------- gfx/gl/shaders/landmassShader.vs | 38 ++++++++++----------- gfx/gl/shaders/waterShader.fs | 26 +++++++------- gfx/gl/shaders/waterShader.vs | 44 ++++++++++++------------ 6 files changed, 124 insertions(+), 124 deletions(-) (limited to 'gfx') 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; +} -- cgit v1.2.3