mirror of
https://github.com/halpz/re3.git
synced 2025-07-09 10:08:52 +00:00
neo pipelines
This commit is contained in:
@ -1,10 +1,26 @@
|
||||
all: im2d_gl3.inc colourfilterIII_fs_gl3.inc contrast_fs_gl3.inc
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||||
all: im2d_gl3.inc simple_fs_gl3.inc default_UV2_gl3.inc \
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||||
colourfilterIII_fs_gl3.inc contrast_fs_gl3.inc \
|
||||
neoRim_gl3.inc neoRimSkin_gl3.inc \
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||||
neoWorldIII_fs_gl3.inc neoGloss_vs_gl3.inc neoGloss_fs_gl3.inc \
|
||||
neoVehicle_vs_gl3.inc neoVehicle_fs_gl3.inc
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||||
|
||||
im2d_gl3.inc: im2d.vert
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||||
(echo 'const char *im2d_vert_src =';\
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||||
sed 's/..*/"&\\n"/' im2d.vert;\
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||||
echo ';') >im2d_gl3.inc
|
||||
|
||||
simple_fs_gl3.inc: simple.frag
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||||
(echo 'const char *simple_frag_src =';\
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||||
sed 's/..*/"&\\n"/' simple.frag;\
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||||
echo ';') >simple_fs_gl3.inc
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||||
|
||||
default_UV2_gl3.inc: default_UV2.vert
|
||||
(echo 'const char *default_UV2_vert_src =';\
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||||
sed 's/..*/"&\\n"/' default_UV2.vert;\
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||||
echo ';') >default_UV2_gl3.inc
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||||
|
||||
|
||||
|
||||
colourfilterIII_fs_gl3.inc: colourfilterIII.frag
|
||||
(echo 'const char *colourfilterIII_frag_src =';\
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||||
sed 's/..*/"&\\n"/' colourfilterIII.frag;\
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||||
@ -14,3 +30,39 @@ contrast_fs_gl3.inc: contrast.frag
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||||
(echo 'const char *contrast_frag_src =';\
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||||
sed 's/..*/"&\\n"/' contrast.frag;\
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||||
echo ';') >contrast_fs_gl3.inc
|
||||
|
||||
|
||||
neoRim_gl3.inc: neoRim.vert
|
||||
(echo 'const char *neoRim_vert_src =';\
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||||
sed 's/..*/"&\\n"/' neoRim.vert;\
|
||||
echo ';') >neoRim_gl3.inc
|
||||
|
||||
neoRimSkin_gl3.inc: neoRimSkin.vert
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||||
(echo 'const char *neoRimSkin_vert_src =';\
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||||
sed 's/..*/"&\\n"/' neoRimSkin.vert;\
|
||||
echo ';') >neoRimSkin_gl3.inc
|
||||
|
||||
neoWorldIII_fs_gl3.inc: neoWorldIII.frag
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||||
(echo 'const char *neoWorldIII_frag_src =';\
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||||
sed 's/..*/"&\\n"/' neoWorldIII.frag;\
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||||
echo ';') >neoWorldIII_fs_gl3.inc
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||||
|
||||
neoGloss_fs_gl3.inc: neoGloss.frag
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||||
(echo 'const char *neoGloss_frag_src =';\
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||||
sed 's/..*/"&\\n"/' neoGloss.frag;\
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||||
echo ';') >neoGloss_fs_gl3.inc
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||||
|
||||
neoGloss_vs_gl3.inc: neoGloss.vert
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||||
(echo 'const char *neoGloss_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' neoGloss.vert;\
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||||
echo ';') >neoGloss_vs_gl3.inc
|
||||
|
||||
neoVehicle_vs_gl3.inc: neoVehicle.vert
|
||||
(echo 'const char *neoVehicle_vert_src =';\
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||||
sed 's/..*/"&\\n"/' neoVehicle.vert;\
|
||||
echo ';') >neoVehicle_vs_gl3.inc
|
||||
|
||||
neoVehicle_fs_gl3.inc: neoVehicle.frag
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||||
(echo 'const char *neoVehicle_frag_src =';\
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||||
sed 's/..*/"&\\n"/' neoVehicle.frag;\
|
||||
echo ';') >neoVehicle_fs_gl3.inc
|
||||
|
@ -11,15 +11,10 @@ void
|
||||
main(void)
|
||||
{
|
||||
float a = u_blurcolor.a;
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||||
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vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);
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||||
vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
|
||||
vec4 prev = dst;
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||||
for(int i = 0; i < 5; i++){
|
||||
// vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);
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||||
vec4 tmp = dst*(1.0-a) + prev*doublec*a;
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tmp += prev*u_blurcolor;
|
||||
tmp += prev*u_blurcolor;
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||||
vec4 tmp = dst*(1.0-a) + prev*u_blurcolor*a;
|
||||
prev = clamp(tmp, 0.0, 1.0);
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||||
}
|
||||
color.rgb = prev.rgb;
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||||
|
@ -12,15 +12,10 @@ const char *colourfilterIII_frag_src =
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" float a = u_blurcolor.a;\n"
|
||||
|
||||
" vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);\n"
|
||||
" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
|
||||
" vec4 prev = dst;\n"
|
||||
" for(int i = 0; i < 5; i++){\n"
|
||||
"// vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);\n"
|
||||
" vec4 tmp = dst*(1.0-a) + prev*doublec*a;\n"
|
||||
" tmp += prev*u_blurcolor;\n"
|
||||
" tmp += prev*u_blurcolor;\n"
|
||||
" vec4 tmp = dst*(1.0-a) + prev*u_blurcolor*a;\n"
|
||||
" prev = clamp(tmp, 0.0, 1.0);\n"
|
||||
" }\n"
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||||
" color.rgb = prev.rgb;\n"
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||||
|
29
src/extras/shaders/default_UV2.vert
Normal file
29
src/extras/shaders/default_UV2.vert
Normal file
@ -0,0 +1,29 @@
|
||||
layout(location = 0) in vec3 in_pos;
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||||
layout(location = 1) in vec3 in_normal;
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||||
layout(location = 2) in vec4 in_color;
|
||||
layout(location = 3) in vec2 in_tex0;
|
||||
layout(location = 4) in vec2 in_tex1;
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||||
|
||||
out vec4 v_color;
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||||
out vec2 v_tex0;
|
||||
out vec2 v_tex1;
|
||||
out float v_fog;
|
||||
|
||||
void
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||||
main(void)
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||||
{
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||||
vec4 Vertex = u_world * vec4(in_pos, 1.0);
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gl_Position = u_proj * u_view * Vertex;
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vec3 Normal = mat3(u_world) * in_normal;
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v_tex0 = in_tex0;
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v_tex1 = in_tex1;
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|
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v_color = in_color;
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v_color.rgb += u_ambLight.rgb*surfAmbient;
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v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
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v_color = clamp(v_color, 0.0, 1.0);
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v_color *= u_matColor;
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||||
|
||||
v_fog = DoFog(gl_Position.w);
|
||||
}
|
BIN
src/extras/shaders/default_UV2_VS.cso
Normal file
BIN
src/extras/shaders/default_UV2_VS.cso
Normal file
Binary file not shown.
54
src/extras/shaders/default_UV2_VS.hlsl
Normal file
54
src/extras/shaders/default_UV2_VS.hlsl
Normal file
@ -0,0 +1,54 @@
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||||
#include "standardConstants.h"
|
||||
|
||||
struct VS_in
|
||||
{
|
||||
float4 Position : POSITION;
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||||
float3 Normal : NORMAL;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
float2 TexCoord1 : TEXCOORD1;
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||||
float4 Prelight : COLOR0;
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||||
};
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||||
|
||||
struct VS_out {
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||||
float4 Position : POSITION;
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||||
float3 TexCoord0 : TEXCOORD0; // also fog
|
||||
float2 TexCoord1 : TEXCOORD1;
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||||
float4 Color : COLOR0;
|
||||
};
|
||||
|
||||
|
||||
VS_out main(in VS_in input)
|
||||
{
|
||||
VS_out output;
|
||||
|
||||
output.Position = mul(combinedMat, input.Position);
|
||||
float3 Vertex = mul(worldMat, input.Position).xyz;
|
||||
float3 Normal = mul(normalMat, input.Normal);
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||||
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||||
output.TexCoord0.xy = input.TexCoord;
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||||
output.TexCoord1.xy = input.TexCoord1;
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||||
|
||||
output.Color = input.Prelight;
|
||||
output.Color.rgb += ambientLight.rgb * surfAmbient;
|
||||
|
||||
int i;
|
||||
#ifdef DIRECTIONALS
|
||||
for(i = 0; i < numDirLights; i++)
|
||||
output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse;
|
||||
#endif
|
||||
#ifdef POINTLIGHTS
|
||||
for(i = 0; i < numPointLights; i++)
|
||||
output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse;
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||||
#endif
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||||
#ifdef SPOTLIGHTS
|
||||
for(i = 0; i < numSpotLights; i++)
|
||||
output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse;
|
||||
#endif
|
||||
// PS2 clamps before material color
|
||||
output.Color = clamp(output.Color, 0.0, 1.0);
|
||||
output.Color *= matCol;
|
||||
|
||||
output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
|
||||
|
||||
return output;
|
||||
}
|
55
src/extras/shaders/default_UV2_VS.inc
Normal file
55
src/extras/shaders/default_UV2_VS.inc
Normal file
@ -0,0 +1,55 @@
|
||||
static unsigned char default_UV2_VS_cso[] = {
|
||||
0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x45, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
0x1c, 0x00, 0x00, 0x00, 0xdc, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
|
||||
0x05, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0xd5, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00,
|
||||
0x01, 0x00, 0x3e, 0x00, 0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0xa0, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00,
|
||||
0xac, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xbc, 0x00, 0x00, 0x00,
|
||||
0x02, 0x00, 0x0e, 0x00, 0x01, 0x00, 0x3a, 0x00, 0x90, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0xc4, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0c, 0x00,
|
||||
0x01, 0x00, 0x32, 0x00, 0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0xcb, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0d, 0x00, 0x01, 0x00, 0x36, 0x00,
|
||||
0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x61, 0x6d, 0x62, 0x69,
|
||||
0x65, 0x6e, 0x74, 0x4c, 0x69, 0x67, 0x68, 0x74, 0x00, 0xab, 0xab, 0xab,
|
||||
0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6d, 0x62, 0x69, 0x6e, 0x65, 0x64,
|
||||
0x4d, 0x61, 0x74, 0x00, 0x03, 0x00, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x6f, 0x67, 0x44,
|
||||
0x61, 0x74, 0x61, 0x00, 0x6d, 0x61, 0x74, 0x43, 0x6f, 0x6c, 0x00, 0x73,
|
||||
0x75, 0x72, 0x66, 0x50, 0x72, 0x6f, 0x70, 0x73, 0x00, 0x76, 0x73, 0x5f,
|
||||
0x32, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66,
|
||||
0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53,
|
||||
0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c,
|
||||
0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e,
|
||||
0x33, 0x31, 0x31, 0x31, 0x00, 0xab, 0xab, 0xab, 0x51, 0x00, 0x00, 0x05,
|
||||
0x04, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3f,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02,
|
||||
0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
|
||||
0x05, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
|
||||
0x05, 0x00, 0x01, 0x80, 0x02, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
|
||||
0x0a, 0x00, 0x00, 0x80, 0x03, 0x00, 0x0f, 0x90, 0x01, 0x00, 0x00, 0x02,
|
||||
0x00, 0x00, 0x07, 0x80, 0x0f, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
|
||||
0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x0d, 0x00, 0x00, 0xa0,
|
||||
0x03, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80,
|
||||
0x03, 0x00, 0xff, 0x90, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0xa0, 0x0a, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x55, 0xa0,
|
||||
0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0xd0, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x0c, 0x00, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
|
||||
0x00, 0x00, 0x55, 0x90, 0x01, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
|
||||
0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0x90,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80,
|
||||
0x02, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xaa, 0x90, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, 0x03, 0x00, 0xe4, 0xa0,
|
||||
0x00, 0x00, 0xff, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03,
|
||||
0x01, 0x00, 0x01, 0x80, 0x00, 0x00, 0xff, 0x80, 0x0e, 0x00, 0x55, 0xa1,
|
||||
0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0f, 0xc0, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80,
|
||||
0x0e, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80,
|
||||
0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xff, 0xa0, 0x0a, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80, 0x04, 0x00, 0x55, 0xa0,
|
||||
0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, 0x01, 0x00, 0xe4, 0x90,
|
||||
0x01, 0x00, 0x00, 0x02, 0x01, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90,
|
||||
0xff, 0xff, 0x00, 0x00
|
||||
};
|
31
src/extras/shaders/default_UV2_gl3.inc
Normal file
31
src/extras/shaders/default_UV2_gl3.inc
Normal file
@ -0,0 +1,31 @@
|
||||
const char *default_UV2_vert_src =
|
||||
"layout(location = 0) in vec3 in_pos;\n"
|
||||
"layout(location = 1) in vec3 in_normal;\n"
|
||||
"layout(location = 2) in vec4 in_color;\n"
|
||||
"layout(location = 3) in vec2 in_tex0;\n"
|
||||
"layout(location = 4) in vec2 in_tex1;\n"
|
||||
|
||||
"out vec4 v_color;\n"
|
||||
"out vec2 v_tex0;\n"
|
||||
"out vec2 v_tex1;\n"
|
||||
"out float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
|
||||
" gl_Position = u_proj * u_view * Vertex;\n"
|
||||
" vec3 Normal = mat3(u_world) * in_normal;\n"
|
||||
|
||||
" v_tex0 = in_tex0;\n"
|
||||
" v_tex1 = in_tex1;\n"
|
||||
|
||||
" v_color = in_color;\n"
|
||||
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
|
||||
" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
|
||||
" v_color = clamp(v_color, 0.0, 1.0);\n"
|
||||
" v_color *= u_matColor;\n"
|
||||
|
||||
" v_fog = DoFog(gl_Position.w);\n"
|
||||
"}\n"
|
||||
;
|
44
src/extras/shaders/lighting.h
Normal file
44
src/extras/shaders/lighting.h
Normal file
@ -0,0 +1,44 @@
|
||||
struct Light
|
||||
{
|
||||
float4 color; // and radius
|
||||
float4 position; // and -cos(angle)
|
||||
float4 direction; // and falloff clamp
|
||||
};
|
||||
|
||||
float3 DoDirLight(Light L, float3 N)
|
||||
{
|
||||
float l = max(0.0, dot(N, -L.direction.xyz));
|
||||
return l*L.color.xyz;
|
||||
}
|
||||
|
||||
float3 DoDirLightSpec(Light L, float3 N, float3 V, float power)
|
||||
{
|
||||
return pow(saturate(dot(N, normalize(V + -L.direction.xyz))), power)*L.color.xyz;
|
||||
}
|
||||
|
||||
float3 DoPointLight(Light L, float3 V, float3 N)
|
||||
{
|
||||
// As on PS2
|
||||
float3 dir = V - L.position.xyz;
|
||||
float dist = length(dir);
|
||||
float atten = max(0.0, (1.0 - dist/L.color.w));
|
||||
float l = max(0.0, dot(N, -normalize(dir)));
|
||||
return l*L.color.xyz*atten;
|
||||
}
|
||||
|
||||
float3 DoSpotLight(Light L, float3 V, float3 N)
|
||||
{
|
||||
// As on PS2
|
||||
float3 dir = V - L.position.xyz;
|
||||
float dist = length(dir);
|
||||
float atten = max(0.0, (1.0 - dist/L.color.w));
|
||||
dir /= dist;
|
||||
float l = max(0.0, dot(N, -dir));
|
||||
float pcos = dot(dir, L.direction.xyz); // cos to point
|
||||
float ccos = -L.position.w; // cos of cone
|
||||
float falloff = (pcos-ccos)/(1.0-ccos);
|
||||
if(falloff < 0) // outside of cone
|
||||
l = 0;
|
||||
l *= max(falloff, L.direction.w); // falloff clamp
|
||||
return l*L.color.xyz*atten;
|
||||
}
|
26
src/extras/shaders/neoGloss.frag
Normal file
26
src/extras/shaders/neoGloss.frag
Normal file
@ -0,0 +1,26 @@
|
||||
uniform sampler2D tex0;
|
||||
|
||||
uniform vec4 u_reflProps;
|
||||
|
||||
#define glossMult (u_reflProps.x)
|
||||
|
||||
in vec3 v_normal;
|
||||
in vec3 v_light;
|
||||
in vec2 v_tex0;
|
||||
in float v_fog;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
|
||||
vec3 n = 2.0*v_normal-1.0; // unpack
|
||||
vec3 v = 2.0*v_light-1.0; //
|
||||
|
||||
float s = dot(n, v);
|
||||
color = s*s*s*s*s*s*s*s*color*v_fog*glossMult;
|
||||
|
||||
DoAlphaTest(color.a);
|
||||
}
|
||||
|
29
src/extras/shaders/neoGloss.vert
Normal file
29
src/extras/shaders/neoGloss.vert
Normal file
@ -0,0 +1,29 @@
|
||||
uniform vec3 u_eye;
|
||||
|
||||
|
||||
layout(location = 0) in vec3 in_pos;
|
||||
layout(location = 1) in vec3 in_normal;
|
||||
layout(location = 2) in vec4 in_color;
|
||||
layout(location = 3) in vec2 in_tex0;
|
||||
|
||||
out vec3 v_normal;
|
||||
out vec3 v_light;
|
||||
out vec2 v_tex0;
|
||||
out float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
vec4 Vertex = u_world * vec4(in_pos, 1.0);
|
||||
gl_Position = u_proj * u_view * Vertex;
|
||||
vec3 Normal = mat3(u_world) * in_normal;
|
||||
|
||||
v_tex0 = in_tex0;
|
||||
|
||||
vec3 viewVec = normalize(u_eye - Vertex.xyz);
|
||||
vec3 Light = normalize(viewVec - u_lightDirection[0].xyz);
|
||||
v_normal = 0.5*(1.0 + vec3(0.0, 0.0, 1.0)); // compress
|
||||
v_light = 0.5*(1.0 + Light); //
|
||||
|
||||
v_fog = DoFog(gl_Position.w);
|
||||
}
|
BIN
src/extras/shaders/neoGloss_PS.cso
Normal file
BIN
src/extras/shaders/neoGloss_PS.cso
Normal file
Binary file not shown.
20
src/extras/shaders/neoGloss_PS.hlsl
Normal file
20
src/extras/shaders/neoGloss_PS.hlsl
Normal file
@ -0,0 +1,20 @@
|
||||
sampler2D tex0 : register(s0);
|
||||
float glossMult : register(c1);
|
||||
|
||||
struct VS_out
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float3 TexCoord0 : TEXCOORD0;
|
||||
float3 Normal : COLOR0;
|
||||
float3 Light : COLOR1;
|
||||
};
|
||||
|
||||
float4 main(VS_out input) : COLOR
|
||||
{
|
||||
float4 color = tex2D(tex0, input.TexCoord0.xy);
|
||||
float3 n = 2.0*input.Normal-1.0; // unpack
|
||||
float3 v = 2.0*input.Light-1.0; //
|
||||
|
||||
float s = dot(n, v);
|
||||
return s*s*s*s*s*s*s*s*color*input.TexCoord0.z*glossMult;
|
||||
}
|
39
src/extras/shaders/neoGloss_PS.inc
Normal file
39
src/extras/shaders/neoGloss_PS.inc
Normal file
@ -0,0 +1,39 @@
|
||||
static unsigned char neoGloss_PS_cso[] = {
|
||||
0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x2d, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
0x1c, 0x00, 0x00, 0x00, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
|
||||
0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0x78, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00,
|
||||
0x01, 0x00, 0x06, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x60, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00,
|
||||
0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x67, 0x6c, 0x6f, 0x73,
|
||||
0x73, 0x4d, 0x75, 0x6c, 0x74, 0x00, 0xab, 0xab, 0x00, 0x00, 0x03, 0x00,
|
||||
0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x74, 0x65, 0x78, 0x30, 0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00,
|
||||
0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x70, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f,
|
||||
0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53,
|
||||
0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d,
|
||||
0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39,
|
||||
0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0x51, 0x00, 0x00, 0x05,
|
||||
0x00, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x80, 0xbf,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02,
|
||||
0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x07, 0xb0, 0x1f, 0x00, 0x00, 0x02,
|
||||
0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x07, 0x90, 0x1f, 0x00, 0x00, 0x02,
|
||||
0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x07, 0x90, 0x1f, 0x00, 0x00, 0x02,
|
||||
0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0,
|
||||
0x04, 0x00, 0x00, 0x04, 0x01, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x90,
|
||||
0x00, 0x00, 0x00, 0xa0, 0x00, 0x00, 0x55, 0xa0, 0x04, 0x00, 0x00, 0x04,
|
||||
0x02, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x90, 0x00, 0x00, 0x00, 0xa0,
|
||||
0x00, 0x00, 0x55, 0xa0, 0x08, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80,
|
||||
0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03,
|
||||
0x01, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0x80,
|
||||
0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80,
|
||||
0x01, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80,
|
||||
0x01, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x80,
|
||||
0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x00, 0x00, 0xaa, 0xb0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02,
|
||||
0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
|
||||
};
|
BIN
src/extras/shaders/neoGloss_VS.cso
Normal file
BIN
src/extras/shaders/neoGloss_VS.cso
Normal file
Binary file not shown.
35
src/extras/shaders/neoGloss_VS.hlsl
Normal file
35
src/extras/shaders/neoGloss_VS.hlsl
Normal file
@ -0,0 +1,35 @@
|
||||
#include "standardConstants.h"
|
||||
|
||||
struct VS_in
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct VS_out
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float3 TexCoord0 : TEXCOORD0;
|
||||
float3 Normal : COLOR0;
|
||||
float3 Light : COLOR1;
|
||||
};
|
||||
|
||||
float3 eye : register(c41);
|
||||
|
||||
VS_out main(in VS_in input)
|
||||
{
|
||||
VS_out output;
|
||||
|
||||
output.Position = mul(combinedMat, input.Position);
|
||||
float3 Vertex = mul(worldMat, input.Position).xyz;
|
||||
output.TexCoord0.xy = input.TexCoord;
|
||||
|
||||
float3 viewVec = normalize(eye - Vertex);
|
||||
float3 Light = normalize(viewVec - lights[0].direction.xyz);
|
||||
output.Normal = 0.5*(1.0 + float3(0.0, 0.0, 1.0)); // compress
|
||||
output.Light = 0.5*(1.0 + Light); //
|
||||
|
||||
output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
|
||||
|
||||
return output;
|
||||
}
|
66
src/extras/shaders/neoGloss_VS.inc
Normal file
66
src/extras/shaders/neoGloss_VS.inc
Normal file
@ -0,0 +1,66 @@
|
||||
static unsigned char neoGloss_VS_cso[] = {
|
||||
0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x5b, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
0x1c, 0x00, 0x00, 0x00, 0x34, 0x01, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
|
||||
0x05, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0x2d, 0x01, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
|
||||
0x04, 0x00, 0x02, 0x00, 0x8c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x9c, 0x00, 0x00, 0x00, 0x02, 0x00, 0x29, 0x00, 0x01, 0x00, 0xa6, 0x00,
|
||||
0xa0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xb0, 0x00, 0x00, 0x00,
|
||||
0x02, 0x00, 0x0e, 0x00, 0x01, 0x00, 0x3a, 0x00, 0xb8, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0xc8, 0x00, 0x00, 0x00, 0x02, 0x00, 0x11, 0x00,
|
||||
0x03, 0x00, 0x4e, 0x00, 0x14, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x24, 0x01, 0x00, 0x00, 0x02, 0x00, 0x04, 0x00, 0x04, 0x00, 0x12, 0x00,
|
||||
0x8c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6d, 0x62,
|
||||
0x69, 0x6e, 0x65, 0x64, 0x4d, 0x61, 0x74, 0x00, 0x03, 0x00, 0x03, 0x00,
|
||||
0x04, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x65, 0x79, 0x65, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x03, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x6f, 0x67, 0x44,
|
||||
0x61, 0x74, 0x61, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x6c, 0x69, 0x67, 0x68,
|
||||
0x74, 0x73, 0x00, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0xab, 0xab, 0xab,
|
||||
0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e,
|
||||
0x00, 0x64, 0x69, 0x72, 0x65, 0x63, 0x74, 0x69, 0x6f, 0x6e, 0x00, 0xab,
|
||||
0xcf, 0x00, 0x00, 0x00, 0xd8, 0x00, 0x00, 0x00, 0xe8, 0x00, 0x00, 0x00,
|
||||
0xd8, 0x00, 0x00, 0x00, 0xf1, 0x00, 0x00, 0x00, 0xd8, 0x00, 0x00, 0x00,
|
||||
0x05, 0x00, 0x00, 0x00, 0x01, 0x00, 0x0c, 0x00, 0x08, 0x00, 0x03, 0x00,
|
||||
0xfc, 0x00, 0x00, 0x00, 0x77, 0x6f, 0x72, 0x6c, 0x64, 0x4d, 0x61, 0x74,
|
||||
0x00, 0x76, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72,
|
||||
0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c,
|
||||
0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f,
|
||||
0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e,
|
||||
0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0xab, 0xab, 0xab,
|
||||
0x51, 0x00, 0x00, 0x05, 0x08, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x80, 0x3f,
|
||||
0x00, 0x00, 0x00, 0x3f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90,
|
||||
0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, 0x90,
|
||||
0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0x55, 0x90,
|
||||
0x05, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80,
|
||||
0x04, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x06, 0x00, 0xe4, 0xa0,
|
||||
0x00, 0x00, 0xaa, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04,
|
||||
0x00, 0x00, 0x07, 0x80, 0x07, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xff, 0x90,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x81, 0x29, 0x00, 0xe4, 0xa0, 0x24, 0x00, 0x00, 0x02,
|
||||
0x01, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x13, 0x00, 0xe4, 0xa1,
|
||||
0x24, 0x00, 0x00, 0x02, 0x01, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80,
|
||||
0x08, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0xd0,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x08, 0x00, 0x55, 0xa0, 0x05, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0x55, 0x90, 0x01, 0x00, 0xe4, 0xa0,
|
||||
0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xa0,
|
||||
0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04,
|
||||
0x00, 0x00, 0x0f, 0x80, 0x02, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xaa, 0x90,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80,
|
||||
0x03, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xff, 0x90, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x02, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80, 0x00, 0x00, 0xff, 0x80,
|
||||
0x0e, 0x00, 0x55, 0xa1, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0f, 0xc0,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80,
|
||||
0x01, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xff, 0xa0,
|
||||
0x0a, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80,
|
||||
0x08, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0,
|
||||
0x01, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x07, 0xd0,
|
||||
0x08, 0x00, 0xc5, 0xa0, 0xff, 0xff, 0x00, 0x00
|
||||
};
|
28
src/extras/shaders/neoGloss_fs_gl3.inc
Normal file
28
src/extras/shaders/neoGloss_fs_gl3.inc
Normal file
@ -0,0 +1,28 @@
|
||||
const char *neoGloss_frag_src =
|
||||
"uniform sampler2D tex0;\n"
|
||||
|
||||
"uniform vec4 u_reflProps;\n"
|
||||
|
||||
"#define glossMult (u_reflProps.x)\n"
|
||||
|
||||
"in vec3 v_normal;\n"
|
||||
"in vec3 v_light;\n"
|
||||
"in vec2 v_tex0;\n"
|
||||
"in float v_fog;\n"
|
||||
|
||||
"out vec4 color;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
|
||||
" vec3 n = 2.0*v_normal-1.0; // unpack\n"
|
||||
" vec3 v = 2.0*v_light-1.0; //\n"
|
||||
|
||||
" float s = dot(n, v);\n"
|
||||
" color = s*s*s*s*s*s*s*s*color*v_fog*glossMult;\n"
|
||||
|
||||
" DoAlphaTest(color.a);\n"
|
||||
"}\n"
|
||||
|
||||
;
|
31
src/extras/shaders/neoGloss_vs_gl3.inc
Normal file
31
src/extras/shaders/neoGloss_vs_gl3.inc
Normal file
@ -0,0 +1,31 @@
|
||||
const char *neoGloss_vert_src =
|
||||
"uniform vec3 u_eye;\n"
|
||||
|
||||
|
||||
"layout(location = 0) in vec3 in_pos;\n"
|
||||
"layout(location = 1) in vec3 in_normal;\n"
|
||||
"layout(location = 2) in vec4 in_color;\n"
|
||||
"layout(location = 3) in vec2 in_tex0;\n"
|
||||
|
||||
"out vec3 v_normal;\n"
|
||||
"out vec3 v_light;\n"
|
||||
"out vec2 v_tex0;\n"
|
||||
"out float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
|
||||
" gl_Position = u_proj * u_view * Vertex;\n"
|
||||
" vec3 Normal = mat3(u_world) * in_normal;\n"
|
||||
|
||||
" v_tex0 = in_tex0;\n"
|
||||
|
||||
" vec3 viewVec = normalize(u_eye - Vertex.xyz);\n"
|
||||
" vec3 Light = normalize(viewVec - u_lightDirection[0].xyz);\n"
|
||||
" v_normal = 0.5*(1.0 + vec3(0.0, 0.0, 1.0)); // compress\n"
|
||||
" v_light = 0.5*(1.0 + Light); //\n"
|
||||
|
||||
" v_fog = DoFog(gl_Position.w);\n"
|
||||
"}\n"
|
||||
;
|
37
src/extras/shaders/neoRim.vert
Normal file
37
src/extras/shaders/neoRim.vert
Normal file
@ -0,0 +1,37 @@
|
||||
uniform vec3 u_viewVec;
|
||||
uniform vec4 u_rampStart;
|
||||
uniform vec4 u_rampEnd;
|
||||
uniform vec3 u_rimData;
|
||||
|
||||
layout(location = 0) in vec3 in_pos;
|
||||
layout(location = 1) in vec3 in_normal;
|
||||
layout(location = 2) in vec4 in_color;
|
||||
layout(location = 3) in vec2 in_tex0;
|
||||
|
||||
out vec4 v_color;
|
||||
out vec2 v_tex0;
|
||||
out float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
vec4 Vertex = u_world * vec4(in_pos, 1.0);
|
||||
gl_Position = u_proj * u_view * Vertex;
|
||||
vec3 Normal = mat3(u_world) * in_normal;
|
||||
|
||||
v_tex0 = in_tex0;
|
||||
|
||||
v_color = in_color;
|
||||
v_color.rgb += u_ambLight.rgb*surfAmbient;
|
||||
v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
|
||||
|
||||
// rim light
|
||||
float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);
|
||||
vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);
|
||||
v_color.rgb += rimlight.rgb;
|
||||
|
||||
v_color = clamp(v_color, 0.0, 1.0);
|
||||
v_color *= u_matColor;
|
||||
|
||||
v_fog = DoFog(gl_Position.w);
|
||||
}
|
48
src/extras/shaders/neoRimSkin.vert
Normal file
48
src/extras/shaders/neoRimSkin.vert
Normal file
@ -0,0 +1,48 @@
|
||||
uniform mat4 u_boneMatrices[64];
|
||||
|
||||
uniform vec3 u_viewVec;
|
||||
uniform vec4 u_rampStart;
|
||||
uniform vec4 u_rampEnd;
|
||||
uniform vec3 u_rimData;
|
||||
|
||||
layout(location = 0) in vec3 in_pos;
|
||||
layout(location = 1) in vec3 in_normal;
|
||||
layout(location = 2) in vec4 in_color;
|
||||
layout(location = 3) in vec2 in_tex0;
|
||||
layout(location = 11) in vec4 in_weights;
|
||||
layout(location = 12) in vec4 in_indices;
|
||||
|
||||
out vec4 v_color;
|
||||
out vec2 v_tex0;
|
||||
out float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
vec3 SkinVertex = vec3(0.0, 0.0, 0.0);
|
||||
vec3 SkinNormal = vec3(0.0, 0.0, 0.0);
|
||||
for(int i = 0; i < 4; i++){
|
||||
SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];
|
||||
SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];
|
||||
}
|
||||
|
||||
vec4 Vertex = u_world * vec4(SkinVertex, 1.0);
|
||||
gl_Position = u_proj * u_view * Vertex;
|
||||
vec3 Normal = mat3(u_world) * SkinNormal;
|
||||
|
||||
v_tex0 = in_tex0;
|
||||
|
||||
v_color = in_color;
|
||||
v_color.rgb += u_ambLight.rgb*surfAmbient;
|
||||
v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
|
||||
|
||||
// rim light
|
||||
float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);
|
||||
vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);
|
||||
v_color.rgb += rimlight.rgb;
|
||||
|
||||
v_color = clamp(v_color, 0.0, 1.0);
|
||||
v_color *= u_matColor;
|
||||
|
||||
v_fog = DoFog(gl_Position.z);
|
||||
}
|
BIN
src/extras/shaders/neoRimSkin_VS.cso
Normal file
BIN
src/extras/shaders/neoRimSkin_VS.cso
Normal file
Binary file not shown.
73
src/extras/shaders/neoRimSkin_VS.hlsl
Normal file
73
src/extras/shaders/neoRimSkin_VS.hlsl
Normal file
@ -0,0 +1,73 @@
|
||||
#include "standardConstants.h"
|
||||
|
||||
float4x3 boneMatrices[64] : register(c41);
|
||||
|
||||
struct VS_in
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float3 Normal : NORMAL;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
float4 Prelight : COLOR0;
|
||||
float4 Weights : BLENDWEIGHT;
|
||||
int4 Indices : BLENDINDICES;
|
||||
};
|
||||
|
||||
struct VS_out {
|
||||
float4 Position : POSITION;
|
||||
float3 TexCoord0 : TEXCOORD0; // also fog
|
||||
float4 Color : COLOR0;
|
||||
};
|
||||
|
||||
float3 viewVec : register(c233);
|
||||
float4 rampStart : register(c234);
|
||||
float4 rampEnd : register(c235);
|
||||
float3 rimData : register(c236);
|
||||
|
||||
VS_out main(in VS_in input)
|
||||
{
|
||||
VS_out output;
|
||||
|
||||
int j;
|
||||
float3 SkinVertex = float3(0.0, 0.0, 0.0);
|
||||
float3 SkinNormal = float3(0.0, 0.0, 0.0);
|
||||
for(j = 0; j < 4; j++){
|
||||
SkinVertex += mul(input.Position, boneMatrices[input.Indices[j]]).xyz * input.Weights[j];
|
||||
SkinNormal += mul(input.Normal, (float3x3)boneMatrices[input.Indices[j]]).xyz * input.Weights[j];
|
||||
}
|
||||
|
||||
output.Position = mul(combinedMat, float4(SkinVertex, 1.0));
|
||||
float3 Vertex = mul(worldMat, float4(SkinVertex, 1.0)).xyz;
|
||||
float3 Normal = mul(normalMat, SkinNormal);
|
||||
|
||||
output.TexCoord0.xy = input.TexCoord;
|
||||
|
||||
output.Color = input.Prelight;
|
||||
output.Color.rgb += ambientLight.rgb * surfAmbient;
|
||||
|
||||
int i;
|
||||
//#ifdef DIRECTIONALS
|
||||
for(i = 0; i < numDirLights; i++)
|
||||
output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse;
|
||||
//#endif
|
||||
//#ifdef POINTLIGHTS
|
||||
// for(i = 0; i < numPointLights; i++)
|
||||
// output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse;
|
||||
//#endif
|
||||
//#ifdef SPOTLIGHTS
|
||||
// for(i = 0; i < numSpotLights; i++)
|
||||
// output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse;
|
||||
//#endif
|
||||
|
||||
// rim light
|
||||
float f = rimData.x - rimData.y*dot(Normal, viewVec);
|
||||
float4 rimlight = saturate(lerp(rampEnd, rampStart, f)*rimData.z);
|
||||
output.Color.xyz += rimlight.xyz;
|
||||
|
||||
// PS2 clamps before material color
|
||||
output.Color = clamp(output.Color, 0.0, 1.0);
|
||||
output.Color *= matCol;
|
||||
|
||||
output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
|
||||
|
||||
return output;
|
||||
}
|
203
src/extras/shaders/neoRimSkin_VS.inc
Normal file
203
src/extras/shaders/neoRimSkin_VS.inc
Normal file
@ -0,0 +1,203 @@
|
||||
static unsigned char neoRimSkin_VS_cso[] = {
|
||||
0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0xb4, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
0x1c, 0x00, 0x00, 0x00, 0x99, 0x02, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
|
||||
0x0e, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0x92, 0x02, 0x00, 0x00, 0x34, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00,
|
||||
0x01, 0x00, 0x3e, 0x00, 0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x54, 0x01, 0x00, 0x00, 0x02, 0x00, 0x29, 0x00, 0xc0, 0x00, 0xa6, 0x00,
|
||||
0x64, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x01, 0x00, 0x00,
|
||||
0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00, 0x80, 0x01, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x10, 0x00,
|
||||
0x01, 0x00, 0x42, 0x00, 0x9c, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0xac, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00, 0x01, 0x00, 0x3a, 0x00,
|
||||
0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xb4, 0x01, 0x00, 0x00,
|
||||
0x02, 0x00, 0x11, 0x00, 0x18, 0x00, 0x46, 0x00, 0x00, 0x02, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x10, 0x02, 0x00, 0x00, 0x02, 0x00, 0x0c, 0x00,
|
||||
0x01, 0x00, 0x32, 0x00, 0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x17, 0x02, 0x00, 0x00, 0x02, 0x00, 0x08, 0x00, 0x03, 0x00, 0x22, 0x00,
|
||||
0x24, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x34, 0x02, 0x00, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0x44, 0x02, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x54, 0x02, 0x00, 0x00, 0x02, 0x00, 0xeb, 0x00,
|
||||
0x01, 0x00, 0xae, 0x03, 0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x5c, 0x02, 0x00, 0x00, 0x02, 0x00, 0xea, 0x00, 0x01, 0x00, 0xaa, 0x03,
|
||||
0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x02, 0x00, 0x00,
|
||||
0x02, 0x00, 0xec, 0x00, 0x01, 0x00, 0xb2, 0x03, 0x70, 0x02, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x80, 0x02, 0x00, 0x00, 0x02, 0x00, 0x0d, 0x00,
|
||||
0x01, 0x00, 0x36, 0x00, 0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x8a, 0x02, 0x00, 0x00, 0x02, 0x00, 0xe9, 0x00, 0x01, 0x00, 0xa6, 0x03,
|
||||
0x70, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x61, 0x6d, 0x62, 0x69,
|
||||
0x65, 0x6e, 0x74, 0x4c, 0x69, 0x67, 0x68, 0x74, 0x00, 0xab, 0xab, 0xab,
|
||||
0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x62, 0x6f, 0x6e, 0x65, 0x4d, 0x61, 0x74, 0x72,
|
||||
0x69, 0x63, 0x65, 0x73, 0x00, 0xab, 0xab, 0xab, 0x03, 0x00, 0x03, 0x00,
|
||||
0x04, 0x00, 0x03, 0x00, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x63, 0x6f, 0x6d, 0x62, 0x69, 0x6e, 0x65, 0x64, 0x4d, 0x61, 0x74, 0x00,
|
||||
0x03, 0x00, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x66, 0x69, 0x72, 0x73, 0x74, 0x4c, 0x69, 0x67,
|
||||
0x68, 0x74, 0x00, 0xab, 0x01, 0x00, 0x02, 0x00, 0x01, 0x00, 0x04, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x6f, 0x67, 0x44,
|
||||
0x61, 0x74, 0x61, 0x00, 0x6c, 0x69, 0x67, 0x68, 0x74, 0x73, 0x00, 0x63,
|
||||
0x6f, 0x6c, 0x6f, 0x72, 0x00, 0xab, 0xab, 0xab, 0x01, 0x00, 0x03, 0x00,
|
||||
0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x00, 0x64, 0x69, 0x72,
|
||||
0x65, 0x63, 0x74, 0x69, 0x6f, 0x6e, 0x00, 0xab, 0xbb, 0x01, 0x00, 0x00,
|
||||
0xc4, 0x01, 0x00, 0x00, 0xd4, 0x01, 0x00, 0x00, 0xc4, 0x01, 0x00, 0x00,
|
||||
0xdd, 0x01, 0x00, 0x00, 0xc4, 0x01, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00,
|
||||
0x01, 0x00, 0x0c, 0x00, 0x08, 0x00, 0x03, 0x00, 0xe8, 0x01, 0x00, 0x00,
|
||||
0x6d, 0x61, 0x74, 0x43, 0x6f, 0x6c, 0x00, 0x6e, 0x6f, 0x72, 0x6d, 0x61,
|
||||
0x6c, 0x4d, 0x61, 0x74, 0x00, 0xab, 0xab, 0xab, 0x03, 0x00, 0x03, 0x00,
|
||||
0x03, 0x00, 0x03, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x6e, 0x75, 0x6d, 0x44, 0x69, 0x72, 0x4c, 0x69, 0x67, 0x68, 0x74, 0x73,
|
||||
0x00, 0xab, 0xab, 0xab, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00, 0x01, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x72, 0x61, 0x6d, 0x70,
|
||||
0x45, 0x6e, 0x64, 0x00, 0x72, 0x61, 0x6d, 0x70, 0x53, 0x74, 0x61, 0x72,
|
||||
0x74, 0x00, 0x72, 0x69, 0x6d, 0x44, 0x61, 0x74, 0x61, 0x00, 0xab, 0xab,
|
||||
0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x73, 0x75, 0x72, 0x66, 0x50, 0x72, 0x6f, 0x70,
|
||||
0x73, 0x00, 0x76, 0x69, 0x65, 0x77, 0x56, 0x65, 0x63, 0x00, 0x76, 0x73,
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||||
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|
||||
0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80, 0x04, 0x00, 0xaa, 0xa0,
|
||||
0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90,
|
||||
0xff, 0xff, 0x00, 0x00
|
||||
};
|
50
src/extras/shaders/neoRimSkin_gl3.inc
Normal file
50
src/extras/shaders/neoRimSkin_gl3.inc
Normal file
@ -0,0 +1,50 @@
|
||||
const char *neoRimSkin_vert_src =
|
||||
"uniform mat4 u_boneMatrices[64];\n"
|
||||
|
||||
"uniform vec3 u_viewVec;\n"
|
||||
"uniform vec4 u_rampStart;\n"
|
||||
"uniform vec4 u_rampEnd;\n"
|
||||
"uniform vec3 u_rimData;\n"
|
||||
|
||||
"layout(location = 0) in vec3 in_pos;\n"
|
||||
"layout(location = 1) in vec3 in_normal;\n"
|
||||
"layout(location = 2) in vec4 in_color;\n"
|
||||
"layout(location = 3) in vec2 in_tex0;\n"
|
||||
"layout(location = 11) in vec4 in_weights;\n"
|
||||
"layout(location = 12) in vec4 in_indices;\n"
|
||||
|
||||
"out vec4 v_color;\n"
|
||||
"out vec2 v_tex0;\n"
|
||||
"out float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n"
|
||||
" vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n"
|
||||
" for(int i = 0; i < 4; i++){\n"
|
||||
" SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n"
|
||||
" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n"
|
||||
" }\n"
|
||||
|
||||
" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n"
|
||||
" gl_Position = u_proj * u_view * Vertex;\n"
|
||||
" vec3 Normal = mat3(u_world) * SkinNormal;\n"
|
||||
|
||||
" v_tex0 = in_tex0;\n"
|
||||
|
||||
" v_color = in_color;\n"
|
||||
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
|
||||
" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
|
||||
|
||||
" // rim light\n"
|
||||
" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n"
|
||||
" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n"
|
||||
" v_color.rgb += rimlight.rgb;\n"
|
||||
|
||||
" v_color = clamp(v_color, 0.0, 1.0);\n"
|
||||
" v_color *= u_matColor;\n"
|
||||
|
||||
" v_fog = DoFog(gl_Position.z);\n"
|
||||
"}\n"
|
||||
;
|
BIN
src/extras/shaders/neoRim_VS.cso
Normal file
BIN
src/extras/shaders/neoRim_VS.cso
Normal file
Binary file not shown.
61
src/extras/shaders/neoRim_VS.hlsl
Normal file
61
src/extras/shaders/neoRim_VS.hlsl
Normal file
@ -0,0 +1,61 @@
|
||||
#include "standardConstants.h"
|
||||
|
||||
struct VS_in
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float3 Normal : NORMAL;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
float4 Prelight : COLOR0;
|
||||
};
|
||||
|
||||
struct VS_out {
|
||||
float4 Position : POSITION;
|
||||
float3 TexCoord0 : TEXCOORD0; // also fog
|
||||
float4 Color : COLOR0;
|
||||
};
|
||||
|
||||
float3 viewVec : register(c233);
|
||||
float4 rampStart : register(c234);
|
||||
float4 rampEnd : register(c235);
|
||||
float3 rimData : register(c236);
|
||||
|
||||
VS_out main(in VS_in input)
|
||||
{
|
||||
VS_out output;
|
||||
|
||||
output.Position = mul(combinedMat, input.Position);
|
||||
float3 Vertex = mul(worldMat, input.Position).xyz;
|
||||
float3 Normal = mul(normalMat, input.Normal);
|
||||
|
||||
output.TexCoord0.xy = input.TexCoord;
|
||||
|
||||
output.Color = input.Prelight;
|
||||
output.Color.rgb += ambientLight.rgb * surfAmbient;
|
||||
|
||||
int i;
|
||||
//#ifdef DIRECTIONALS
|
||||
for(i = 0; i < numDirLights; i++)
|
||||
output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse;
|
||||
//#endif
|
||||
//#ifdef POINTLIGHTS
|
||||
// for(i = 0; i < numPointLights; i++)
|
||||
// output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse;
|
||||
//#endif
|
||||
//#ifdef SPOTLIGHTS
|
||||
// for(i = 0; i < numSpotLights; i++)
|
||||
// output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse;
|
||||
//#endif
|
||||
|
||||
// rim light
|
||||
float f = rimData.x - rimData.y*dot(Normal, viewVec);
|
||||
float4 rimlight = saturate(lerp(rampEnd, rampStart, f)*rimData.z);
|
||||
output.Color.xyz += rimlight.xyz;
|
||||
|
||||
// PS2 clamps before material color
|
||||
output.Color = clamp(output.Color, 0.0, 1.0);
|
||||
output.Color *= matCol;
|
||||
|
||||
output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
|
||||
|
||||
return output;
|
||||
}
|
118
src/extras/shaders/neoRim_VS.inc
Normal file
118
src/extras/shaders/neoRim_VS.inc
Normal file
@ -0,0 +1,118 @@
|
||||
static unsigned char neoRim_VS_cso[] = {
|
||||
0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0xa7, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
0x1c, 0x00, 0x00, 0x00, 0x65, 0x02, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
|
||||
0x0d, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0x5e, 0x02, 0x00, 0x00, 0x20, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00,
|
||||
0x01, 0x00, 0x3e, 0x00, 0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x40, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00,
|
||||
0x4c, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x5c, 0x01, 0x00, 0x00,
|
||||
0x02, 0x00, 0x10, 0x00, 0x01, 0x00, 0x42, 0x00, 0x68, 0x01, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x78, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00,
|
||||
0x01, 0x00, 0x3a, 0x00, 0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x80, 0x01, 0x00, 0x00, 0x02, 0x00, 0x11, 0x00, 0x18, 0x00, 0x46, 0x00,
|
||||
0xcc, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xdc, 0x01, 0x00, 0x00,
|
||||
0x02, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x32, 0x00, 0x30, 0x01, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0xe3, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x00,
|
||||
0x03, 0x00, 0x22, 0x00, 0xf0, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x02, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00,
|
||||
0x10, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x02, 0x00, 0x00,
|
||||
0x02, 0x00, 0xeb, 0x00, 0x01, 0x00, 0xae, 0x03, 0x30, 0x01, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x28, 0x02, 0x00, 0x00, 0x02, 0x00, 0xea, 0x00,
|
||||
0x01, 0x00, 0xaa, 0x03, 0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x32, 0x02, 0x00, 0x00, 0x02, 0x00, 0xec, 0x00, 0x01, 0x00, 0xb2, 0x03,
|
||||
0x3c, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4c, 0x02, 0x00, 0x00,
|
||||
0x02, 0x00, 0x0d, 0x00, 0x01, 0x00, 0x36, 0x00, 0x30, 0x01, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x56, 0x02, 0x00, 0x00, 0x02, 0x00, 0xe9, 0x00,
|
||||
0x01, 0x00, 0xa6, 0x03, 0x3c, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0xa0, 0x01, 0x00, 0x00, 0x90, 0x01, 0x00, 0x00, 0xa9, 0x01, 0x00, 0x00,
|
||||
0x90, 0x01, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x01, 0x00, 0x0c, 0x00,
|
||||
0x08, 0x00, 0x03, 0x00, 0xb4, 0x01, 0x00, 0x00, 0x6d, 0x61, 0x74, 0x43,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x40, 0x00, 0x00, 0x80, 0x3f,
|
||||
0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
|
||||
0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x03, 0x00, 0x00, 0x80,
|
||||
0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80,
|
||||
0x02, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x0a, 0x00, 0x00, 0x80,
|
||||
0x03, 0x00, 0x0f, 0x90, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
|
||||
0x00, 0x00, 0x55, 0x90, 0x01, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
|
||||
0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0x90,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80,
|
||||
0x02, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xaa, 0x90, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, 0x03, 0x00, 0xe4, 0xa0,
|
||||
0x00, 0x00, 0xff, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02,
|
||||
0x00, 0x00, 0x0f, 0xc0, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02,
|
||||
0x01, 0x00, 0x08, 0x80, 0x03, 0x00, 0xff, 0x90, 0x05, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0x55, 0x90, 0x09, 0x00, 0xe4, 0xa0,
|
||||
0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x08, 0x00, 0xe4, 0xa0,
|
||||
0x01, 0x00, 0x00, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04,
|
||||
0x00, 0x00, 0x07, 0x80, 0x0a, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0xaa, 0x90,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x08, 0x00, 0x00, 0x03, 0x02, 0x00, 0x01, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0xe9, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02,
|
||||
0x03, 0x00, 0x01, 0x80, 0x0d, 0x00, 0x00, 0xa0, 0x04, 0x00, 0x00, 0x04,
|
||||
0x02, 0x00, 0x0e, 0x80, 0x0f, 0x00, 0x90, 0xa0, 0x03, 0x00, 0x00, 0x80,
|
||||
0x03, 0x00, 0x90, 0x90, 0x01, 0x00, 0x00, 0x02, 0x03, 0x00, 0x07, 0x80,
|
||||
0x02, 0x00, 0xf9, 0x80, 0x01, 0x00, 0x00, 0x02, 0x03, 0x00, 0x08, 0x80,
|
||||
0x04, 0x00, 0x00, 0xa0, 0x26, 0x00, 0x00, 0x01, 0x00, 0x00, 0xe4, 0xf0,
|
||||
0x02, 0x00, 0x00, 0x03, 0x04, 0x00, 0x01, 0x80, 0x03, 0x00, 0xff, 0x80,
|
||||
0x10, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x04, 0x00, 0x01, 0x80,
|
||||
0x04, 0x00, 0x00, 0x80, 0x04, 0x00, 0x55, 0xa0, 0x2e, 0x00, 0x00, 0x02,
|
||||
0x00, 0x00, 0x01, 0xb0, 0x04, 0x00, 0x00, 0x80, 0x08, 0x00, 0x00, 0x04,
|
||||
0x04, 0x00, 0x01, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x13, 0x20, 0xe4, 0xa1,
|
||||
0x00, 0x00, 0x00, 0xb0, 0x0b, 0x00, 0x00, 0x03, 0x04, 0x00, 0x01, 0x80,
|
||||
0x04, 0x00, 0x00, 0x80, 0x04, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x00, 0x04,
|
||||
0x04, 0x00, 0x07, 0x80, 0x04, 0x00, 0x00, 0x80, 0x11, 0x20, 0xe4, 0xa0,
|
||||
0x00, 0x00, 0x00, 0xb0, 0x04, 0x00, 0x00, 0x04, 0x03, 0x00, 0x07, 0x80,
|
||||
0x04, 0x00, 0xe4, 0x80, 0x0d, 0x00, 0xaa, 0xa0, 0x03, 0x00, 0xe4, 0x80,
|
||||
0x02, 0x00, 0x00, 0x03, 0x03, 0x00, 0x08, 0x80, 0x03, 0x00, 0xff, 0x80,
|
||||
0x04, 0x00, 0xaa, 0xa0, 0x27, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x04,
|
||||
0x00, 0x00, 0x01, 0x80, 0xec, 0x00, 0x55, 0xa0, 0x02, 0x00, 0x00, 0x81,
|
||||
0xec, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x02, 0x00, 0x07, 0x80,
|
||||
0xeb, 0x00, 0xe4, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x02, 0x00, 0x07, 0x80,
|
||||
0x02, 0x00, 0xe4, 0x81, 0xea, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
|
||||
0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0x00, 0x80, 0x02, 0x00, 0xe4, 0x80,
|
||||
0xeb, 0x00, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0xec, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0xa0,
|
||||
0x0a, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x04, 0x00, 0xaa, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x03, 0x00, 0xe4, 0x80, 0x0b, 0x00, 0x00, 0x03,
|
||||
0x01, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0xa0,
|
||||
0x0a, 0x00, 0x00, 0x03, 0x01, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0x80,
|
||||
0x04, 0x00, 0xaa, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0xd0,
|
||||
0x01, 0x00, 0xe4, 0x80, 0x0c, 0x00, 0xe4, 0xa0, 0x02, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0xff, 0x80, 0x0e, 0x00, 0x55, 0xa1,
|
||||
0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80,
|
||||
0x0e, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80,
|
||||
0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xff, 0xa0, 0x0a, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80, 0x04, 0x00, 0xaa, 0xa0,
|
||||
0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90,
|
||||
0xff, 0xff, 0x00, 0x00
|
||||
};
|
39
src/extras/shaders/neoRim_gl3.inc
Normal file
39
src/extras/shaders/neoRim_gl3.inc
Normal file
@ -0,0 +1,39 @@
|
||||
const char *neoRim_vert_src =
|
||||
"uniform vec3 u_viewVec;\n"
|
||||
"uniform vec4 u_rampStart;\n"
|
||||
"uniform vec4 u_rampEnd;\n"
|
||||
"uniform vec3 u_rimData;\n"
|
||||
|
||||
"layout(location = 0) in vec3 in_pos;\n"
|
||||
"layout(location = 1) in vec3 in_normal;\n"
|
||||
"layout(location = 2) in vec4 in_color;\n"
|
||||
"layout(location = 3) in vec2 in_tex0;\n"
|
||||
|
||||
"out vec4 v_color;\n"
|
||||
"out vec2 v_tex0;\n"
|
||||
"out float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
|
||||
" gl_Position = u_proj * u_view * Vertex;\n"
|
||||
" vec3 Normal = mat3(u_world) * in_normal;\n"
|
||||
|
||||
" v_tex0 = in_tex0;\n"
|
||||
|
||||
" v_color = in_color;\n"
|
||||
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
|
||||
" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
|
||||
|
||||
" // rim light\n"
|
||||
" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n"
|
||||
" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n"
|
||||
" v_color.rgb += rimlight.rgb;\n"
|
||||
|
||||
" v_color = clamp(v_color, 0.0, 1.0);\n"
|
||||
" v_color *= u_matColor;\n"
|
||||
|
||||
" v_fog = DoFog(gl_Position.w);\n"
|
||||
"}\n"
|
||||
;
|
28
src/extras/shaders/neoVehicle.frag
Normal file
28
src/extras/shaders/neoVehicle.frag
Normal file
@ -0,0 +1,28 @@
|
||||
uniform sampler2D tex0;
|
||||
uniform sampler2D tex1;
|
||||
|
||||
in vec4 v_color;
|
||||
in vec4 v_reflcolor;
|
||||
in vec2 v_tex0;
|
||||
in vec2 v_tex1;
|
||||
in float v_fog;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
|
||||
vec3 envmap = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)).rgb;
|
||||
pass1.rgb = mix(pass1.rgb, envmap, v_reflcolor.a);
|
||||
pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);
|
||||
// pass1.rgb += v_reflcolor.rgb * v_fog;
|
||||
|
||||
vec3 pass2 = v_reflcolor.rgb * v_fog;
|
||||
|
||||
color.rgb = pass1.rgb*pass1.a + pass2;
|
||||
color.a = pass1.a;
|
||||
|
||||
// color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
|
||||
DoAlphaTest(color.a);
|
||||
}
|
54
src/extras/shaders/neoVehicle.vert
Normal file
54
src/extras/shaders/neoVehicle.vert
Normal file
@ -0,0 +1,54 @@
|
||||
uniform vec3 u_eye;
|
||||
uniform vec4 u_reflProps;
|
||||
uniform vec4 u_specDir[5];
|
||||
uniform vec4 u_specColor[5];
|
||||
|
||||
#define fresnel (u_reflProps.x)
|
||||
#define lightStrength (u_reflProps.y) // speclight alpha
|
||||
#define shininess (u_reflProps.z)
|
||||
#define specularity (u_reflProps.w)
|
||||
|
||||
layout(location = 0) in vec3 in_pos;
|
||||
layout(location = 1) in vec3 in_normal;
|
||||
layout(location = 2) in vec4 in_color;
|
||||
layout(location = 3) in vec2 in_tex0;
|
||||
|
||||
out vec4 v_color;
|
||||
out vec4 v_reflcolor;
|
||||
out vec2 v_tex0;
|
||||
out vec2 v_tex1;
|
||||
out float v_fog;
|
||||
|
||||
vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)
|
||||
{
|
||||
return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol;
|
||||
}
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
vec4 Vertex = u_world * vec4(in_pos, 1.0);
|
||||
gl_Position = u_proj * u_view * Vertex;
|
||||
vec3 Normal = mat3(u_world) * in_normal;
|
||||
vec3 viewVec = normalize(u_eye - Vertex.xyz);
|
||||
|
||||
v_tex0 = in_tex0;
|
||||
|
||||
v_color = in_color;
|
||||
v_color.rgb += u_ambLight.rgb*surfAmbient;
|
||||
v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength;
|
||||
v_color = clamp(v_color, 0.0, 1.0);
|
||||
v_color *= u_matColor;
|
||||
|
||||
// reflect V along Normal
|
||||
vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;
|
||||
v_tex1 = uv2.xy*0.5 + 0.5;
|
||||
float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);
|
||||
v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;
|
||||
|
||||
for(int i = 0; i < 5; i++)
|
||||
v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;
|
||||
|
||||
v_fog = DoFog(gl_Position.w);
|
||||
}
|
BIN
src/extras/shaders/neoVehicle_PS.cso
Normal file
BIN
src/extras/shaders/neoVehicle_PS.cso
Normal file
Binary file not shown.
34
src/extras/shaders/neoVehicle_PS.hlsl
Normal file
34
src/extras/shaders/neoVehicle_PS.hlsl
Normal file
@ -0,0 +1,34 @@
|
||||
struct VS_out {
|
||||
float4 Position : POSITION;
|
||||
float3 TexCoord0 : TEXCOORD0;
|
||||
float2 TexCoord1 : TEXCOORD1;
|
||||
float4 Color : COLOR0;
|
||||
float4 ReflColor : COLOR1;
|
||||
};
|
||||
|
||||
sampler2D tex0 : register(s0);
|
||||
sampler2D tex1 : register(s1);
|
||||
|
||||
float4 fogColor : register(c0);
|
||||
|
||||
float4 main(VS_out input) : COLOR
|
||||
{
|
||||
float4 pass1 = input.Color;
|
||||
//#ifdef TEX
|
||||
pass1 *= tex2D(tex0, input.TexCoord0.xy);
|
||||
//#endif
|
||||
float3 envmap = tex2D(tex1, input.TexCoord1).rgb;
|
||||
pass1.rgb = lerp(pass1.rgb, envmap, input.ReflColor.a);
|
||||
// pass1.rgb = envmap;
|
||||
// pass1.rgb *= input.ReflColor.a;
|
||||
pass1.rgb = lerp(fogColor.rgb, pass1.rgb, input.TexCoord0.z);
|
||||
// pass1.rgb += input.ReflColor.rgb * input.TexCoord0.z;
|
||||
|
||||
float3 pass2 = input.ReflColor.rgb*input.TexCoord0.z;
|
||||
|
||||
float4 color;
|
||||
color.rgb = pass1.rgb*pass1.a + pass2;
|
||||
color.a = pass1.a;
|
||||
|
||||
return color;
|
||||
}
|
42
src/extras/shaders/neoVehicle_PS.inc
Normal file
42
src/extras/shaders/neoVehicle_PS.inc
Normal file
@ -0,0 +1,42 @@
|
||||
static unsigned char neoVehicle_PS_cso[] = {
|
||||
0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x38, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
0x1c, 0x00, 0x00, 0x00, 0xab, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
|
||||
0x03, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0xa4, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
|
||||
0x01, 0x00, 0x02, 0x00, 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x74, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00,
|
||||
0x7c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x8c, 0x00, 0x00, 0x00,
|
||||
0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x06, 0x00, 0x94, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x66, 0x6f, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72,
|
||||
0x00, 0xab, 0xab, 0xab, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x30,
|
||||
0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x31,
|
||||
0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x32,
|
||||
0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74,
|
||||
0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68,
|
||||
0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65,
|
||||
0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33,
|
||||
0x31, 0x31, 0x31, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
|
||||
0x00, 0x00, 0x07, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
|
||||
0x01, 0x00, 0x03, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
|
||||
0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
|
||||
0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90,
|
||||
0x00, 0x08, 0x0f, 0xa0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90,
|
||||
0x01, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
|
||||
0x01, 0x00, 0xe4, 0xb0, 0x01, 0x08, 0xe4, 0xa0, 0x42, 0x00, 0x00, 0x03,
|
||||
0x01, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0,
|
||||
0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x90,
|
||||
0x01, 0x00, 0xe4, 0x81, 0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03,
|
||||
0x01, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x90,
|
||||
0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xff, 0x90,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x12, 0x00, 0x00, 0x04,
|
||||
0x02, 0x00, 0x07, 0x80, 0x00, 0x00, 0xaa, 0xb0, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x00, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x02, 0x00, 0x08, 0x80,
|
||||
0x00, 0x00, 0xaa, 0xb0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80,
|
||||
0x02, 0x00, 0xff, 0x80, 0x01, 0x00, 0xe4, 0x90, 0x04, 0x00, 0x00, 0x04,
|
||||
0x01, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xff, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80,
|
||||
0x01, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
|
||||
};
|
BIN
src/extras/shaders/neoVehicle_VS.cso
Normal file
BIN
src/extras/shaders/neoVehicle_VS.cso
Normal file
Binary file not shown.
64
src/extras/shaders/neoVehicle_VS.hlsl
Normal file
64
src/extras/shaders/neoVehicle_VS.hlsl
Normal file
@ -0,0 +1,64 @@
|
||||
#include "standardConstants.h"
|
||||
|
||||
struct VS_in
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float3 Normal : NORMAL;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
float4 Prelight : COLOR0;
|
||||
};
|
||||
|
||||
struct VS_out {
|
||||
float4 Position : POSITION;
|
||||
float3 TexCoord0 : TEXCOORD0; // also fog
|
||||
float2 TexCoord1 : TEXCOORD1;
|
||||
float4 Color : COLOR0;
|
||||
float4 ReflColor : COLOR1;
|
||||
};
|
||||
|
||||
float3 eye : register(c41);
|
||||
float4 reflProps : register(c42);
|
||||
Light specLights[5] : register(c43);
|
||||
|
||||
|
||||
#define fresnel (reflProps.x)
|
||||
#define lightStrength (reflProps.y) // speclight alpha
|
||||
#define shininess (reflProps.z)
|
||||
#define specularity (reflProps.w)
|
||||
|
||||
VS_out main(in VS_in input)
|
||||
{
|
||||
VS_out output;
|
||||
|
||||
output.Position = mul(combinedMat, input.Position);
|
||||
float3 Vertex = mul(worldMat, input.Position).xyz;
|
||||
float3 Normal = mul(normalMat, input.Normal);
|
||||
float3 viewVec = normalize(eye - Vertex);
|
||||
|
||||
output.TexCoord0.xy = input.TexCoord;
|
||||
|
||||
output.Color = input.Prelight;
|
||||
output.Color.rgb += ambientLight.rgb * surfAmbient*lightStrength;
|
||||
|
||||
int i;
|
||||
for(i = 0; i < numDirLights; i++)
|
||||
output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse*lightStrength;
|
||||
// PS2 clamps before material color
|
||||
output.Color = clamp(output.Color, 0.0, 1.0);
|
||||
output.Color *= matCol;
|
||||
|
||||
// reflect V along Normal
|
||||
float3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;
|
||||
output.TexCoord1 = uv2.xy*0.5 + 0.5;
|
||||
float b = 1.0 - saturate(dot(viewVec, Normal));
|
||||
output.ReflColor = float4(0.0, 0.0, 0.0, 1.0);
|
||||
output.ReflColor.a = lerp(b*b*b*b*b, 1.0f, fresnel)*shininess;
|
||||
|
||||
//Light mainLight = lights[0];
|
||||
for(i = 0; i < 5; i++)
|
||||
output.ReflColor.xyz += DoDirLightSpec(specLights[i], Normal, viewVec, specLights[i].direction.w)*specularity*lightStrength;
|
||||
|
||||
output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
|
||||
|
||||
return output;
|
||||
}
|
160
src/extras/shaders/neoVehicle_VS.inc
Normal file
160
src/extras/shaders/neoVehicle_VS.inc
Normal file
@ -0,0 +1,160 @@
|
||||
static unsigned char neoVehicle_VS_cso[] = {
|
||||
0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0xab, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
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0x0b, 0x00, 0xaa, 0xa0, 0x20, 0x00, 0x00, 0x04, 0x03, 0x00, 0x01, 0x80,
|
||||
0x02, 0x00, 0xff, 0x80, 0x2d, 0x20, 0xff, 0xa0, 0x00, 0x00, 0x00, 0xb0,
|
||||
0x05, 0x00, 0x00, 0x04, 0x03, 0x00, 0x07, 0x80, 0x03, 0x00, 0x00, 0x80,
|
||||
0x2b, 0x20, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0xb0, 0x05, 0x00, 0x00, 0x03,
|
||||
0x03, 0x00, 0x07, 0x80, 0x03, 0x00, 0xe4, 0x80, 0x2a, 0x00, 0xff, 0xa0,
|
||||
0x04, 0x00, 0x00, 0x04, 0x01, 0x00, 0x07, 0x80, 0x03, 0x00, 0xe4, 0x80,
|
||||
0x2a, 0x00, 0x55, 0xa0, 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03,
|
||||
0x01, 0x00, 0x08, 0x80, 0x01, 0x00, 0xff, 0x80, 0x0b, 0x00, 0xaa, 0xa0,
|
||||
0x27, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x02, 0x01, 0x00, 0x07, 0xd0,
|
||||
0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80,
|
||||
0x00, 0x00, 0xff, 0x80, 0x0e, 0x00, 0x55, 0xa1, 0x05, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xaa, 0xa0,
|
||||
0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80,
|
||||
0x0e, 0x00, 0xff, 0xa0, 0x0a, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0xe0,
|
||||
0x00, 0x00, 0x00, 0x80, 0x0b, 0x00, 0xaa, 0xa0, 0x01, 0x00, 0x00, 0x02,
|
||||
0x00, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90, 0xff, 0xff, 0x00, 0x00
|
||||
};
|
30
src/extras/shaders/neoVehicle_fs_gl3.inc
Normal file
30
src/extras/shaders/neoVehicle_fs_gl3.inc
Normal file
@ -0,0 +1,30 @@
|
||||
const char *neoVehicle_frag_src =
|
||||
"uniform sampler2D tex0;\n"
|
||||
"uniform sampler2D tex1;\n"
|
||||
|
||||
"in vec4 v_color;\n"
|
||||
"in vec4 v_reflcolor;\n"
|
||||
"in vec2 v_tex0;\n"
|
||||
"in vec2 v_tex1;\n"
|
||||
"in float v_fog;\n"
|
||||
|
||||
"out vec4 color;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
|
||||
" vec3 envmap = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)).rgb;\n"
|
||||
" pass1.rgb = mix(pass1.rgb, envmap, v_reflcolor.a);\n"
|
||||
" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n"
|
||||
"// pass1.rgb += v_reflcolor.rgb * v_fog;\n"
|
||||
|
||||
" vec3 pass2 = v_reflcolor.rgb * v_fog;\n"
|
||||
|
||||
" color.rgb = pass1.rgb*pass1.a + pass2;\n"
|
||||
" color.a = pass1.a;\n"
|
||||
|
||||
"// color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
|
||||
" DoAlphaTest(color.a);\n"
|
||||
"}\n"
|
||||
;
|
56
src/extras/shaders/neoVehicle_vs_gl3.inc
Normal file
56
src/extras/shaders/neoVehicle_vs_gl3.inc
Normal file
@ -0,0 +1,56 @@
|
||||
const char *neoVehicle_vert_src =
|
||||
"uniform vec3 u_eye;\n"
|
||||
"uniform vec4 u_reflProps;\n"
|
||||
"uniform vec4 u_specDir[5];\n"
|
||||
"uniform vec4 u_specColor[5];\n"
|
||||
|
||||
"#define fresnel (u_reflProps.x)\n"
|
||||
"#define lightStrength (u_reflProps.y) // speclight alpha\n"
|
||||
"#define shininess (u_reflProps.z)\n"
|
||||
"#define specularity (u_reflProps.w)\n"
|
||||
|
||||
"layout(location = 0) in vec3 in_pos;\n"
|
||||
"layout(location = 1) in vec3 in_normal;\n"
|
||||
"layout(location = 2) in vec4 in_color;\n"
|
||||
"layout(location = 3) in vec2 in_tex0;\n"
|
||||
|
||||
"out vec4 v_color;\n"
|
||||
"out vec4 v_reflcolor;\n"
|
||||
"out vec2 v_tex0;\n"
|
||||
"out vec2 v_tex1;\n"
|
||||
"out float v_fog;\n"
|
||||
|
||||
"vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)\n"
|
||||
"{\n"
|
||||
" return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol;\n"
|
||||
"}\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
|
||||
" gl_Position = u_proj * u_view * Vertex;\n"
|
||||
" vec3 Normal = mat3(u_world) * in_normal;\n"
|
||||
" vec3 viewVec = normalize(u_eye - Vertex.xyz);\n"
|
||||
|
||||
" v_tex0 = in_tex0;\n"
|
||||
|
||||
" v_color = in_color;\n"
|
||||
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
|
||||
" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength;\n"
|
||||
" v_color = clamp(v_color, 0.0, 1.0);\n"
|
||||
" v_color *= u_matColor;\n"
|
||||
|
||||
" // reflect V along Normal\n"
|
||||
" vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;\n"
|
||||
" v_tex1 = uv2.xy*0.5 + 0.5;\n"
|
||||
" float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);\n"
|
||||
" v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);\n"
|
||||
" v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;\n"
|
||||
|
||||
" for(int i = 0; i < 5; i++)\n"
|
||||
" v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;\n"
|
||||
|
||||
" v_fog = DoFog(gl_Position.w);\n"
|
||||
"}\n"
|
||||
;
|
25
src/extras/shaders/neoWorldIII.frag
Normal file
25
src/extras/shaders/neoWorldIII.frag
Normal file
@ -0,0 +1,25 @@
|
||||
uniform sampler2D tex0;
|
||||
uniform sampler2D tex1;
|
||||
|
||||
uniform vec4 u_lightMap;
|
||||
|
||||
in vec4 v_color;
|
||||
in vec2 v_tex0;
|
||||
in vec2 v_tex1;
|
||||
in float v_fog;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
|
||||
vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
|
||||
|
||||
color = t0*v_color*(1 + u_lightMap*(2*t1-1));
|
||||
color.a = v_color.a*t0.a*u_lightMap.a;
|
||||
|
||||
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
|
||||
DoAlphaTest(color.a);
|
||||
}
|
||||
|
BIN
src/extras/shaders/neoWorldIII_PS.cso
Normal file
BIN
src/extras/shaders/neoWorldIII_PS.cso
Normal file
Binary file not shown.
25
src/extras/shaders/neoWorldIII_PS.hlsl
Normal file
25
src/extras/shaders/neoWorldIII_PS.hlsl
Normal file
@ -0,0 +1,25 @@
|
||||
sampler2D Diffuse : register(s0);
|
||||
sampler2D Light : register(s1);
|
||||
float4 fogColor : register(c0);
|
||||
float4 lm : register(c1);
|
||||
|
||||
struct PS_INPUT
|
||||
{
|
||||
float4 Color : COLOR0;
|
||||
float3 Tex0 : TEXCOORD0;
|
||||
float2 Tex1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
float4
|
||||
main(PS_INPUT IN) : COLOR
|
||||
{
|
||||
float4 t0 = tex2D(Diffuse, IN.Tex0.xy);
|
||||
float4 t1 = tex2D(Light, IN.Tex1);
|
||||
|
||||
float4 col = t0*IN.Color*(1 + lm*(2*t1-1));
|
||||
col.a = IN.Color.a*t0.a*lm.a;
|
||||
|
||||
col.rgb = lerp(fogColor.rgb, col.rgb, IN.Tex0.z);
|
||||
|
||||
return col;
|
||||
}
|
46
src/extras/shaders/neoWorldIII_PS.inc
Normal file
46
src/extras/shaders/neoWorldIII_PS.inc
Normal file
@ -0,0 +1,46 @@
|
||||
static unsigned char neoWorldIII_PS_cso[] = {
|
||||
0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x3e, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
0x1c, 0x00, 0x00, 0x00, 0xc2, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
|
||||
0x04, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0xbb, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
|
||||
0x01, 0x00, 0x02, 0x00, 0x74, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x84, 0x00, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x06, 0x00,
|
||||
0x8c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x9c, 0x00, 0x00, 0x00,
|
||||
0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0xa8, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0xb8, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00,
|
||||
0x01, 0x00, 0x06, 0x00, 0xa8, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x44, 0x69, 0x66, 0x66, 0x75, 0x73, 0x65, 0x00, 0x04, 0x00, 0x0c, 0x00,
|
||||
0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x4c, 0x69, 0x67, 0x68, 0x74, 0x00, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00,
|
||||
0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x66, 0x6f, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0xab, 0xab, 0xab,
|
||||
0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x6c, 0x6d, 0x00, 0x70, 0x73, 0x5f, 0x32, 0x5f,
|
||||
0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20,
|
||||
0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61,
|
||||
0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72,
|
||||
0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31,
|
||||
0x31, 0x31, 0x00, 0xab, 0x51, 0x00, 0x00, 0x05, 0x02, 0x00, 0x0f, 0xa0,
|
||||
0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x80, 0xbf, 0x00, 0x00, 0x80, 0x3f,
|
||||
0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
|
||||
0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
|
||||
0x00, 0x00, 0x07, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
|
||||
0x01, 0x00, 0x03, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90,
|
||||
0x00, 0x08, 0x0f, 0xa0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90,
|
||||
0x01, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
|
||||
0x01, 0x00, 0xe4, 0xb0, 0x01, 0x08, 0xe4, 0xa0, 0x42, 0x00, 0x00, 0x03,
|
||||
0x01, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0,
|
||||
0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x02, 0x00, 0x00, 0xa0, 0x02, 0x00, 0x55, 0xa0, 0x01, 0x00, 0x00, 0x02,
|
||||
0x00, 0x00, 0x08, 0x80, 0x02, 0x00, 0xaa, 0xa0, 0x04, 0x00, 0x00, 0x04,
|
||||
0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x00, 0x00, 0xff, 0x80, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0x80,
|
||||
0x01, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x90, 0x05, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x08, 0x80, 0x01, 0x00, 0xff, 0x80, 0x00, 0x00, 0xff, 0x90,
|
||||
0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x08, 0x80, 0x00, 0x00, 0xff, 0x80,
|
||||
0x01, 0x00, 0xff, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80,
|
||||
0x01, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0xa1,
|
||||
0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x07, 0x80, 0x00, 0x00, 0xaa, 0xb0,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02,
|
||||
0x00, 0x08, 0x0f, 0x80, 0x02, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
|
||||
};
|
27
src/extras/shaders/neoWorldIII_fs_gl3.inc
Normal file
27
src/extras/shaders/neoWorldIII_fs_gl3.inc
Normal file
@ -0,0 +1,27 @@
|
||||
const char *neoWorldIII_frag_src =
|
||||
"uniform sampler2D tex0;\n"
|
||||
"uniform sampler2D tex1;\n"
|
||||
|
||||
"uniform vec4 u_lightMap;\n"
|
||||
|
||||
"in vec4 v_color;\n"
|
||||
"in vec2 v_tex0;\n"
|
||||
"in vec2 v_tex1;\n"
|
||||
"in float v_fog;\n"
|
||||
|
||||
"out vec4 color;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
|
||||
" vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
|
||||
|
||||
" color = t0*v_color*(1 + u_lightMap*(2*t1-1));\n"
|
||||
" color.a = v_color.a*t0.a*u_lightMap.a;\n"
|
||||
|
||||
" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
|
||||
" DoAlphaTest(color.a);\n"
|
||||
"}\n"
|
||||
|
||||
;
|
16
src/extras/shaders/simple.frag
Normal file
16
src/extras/shaders/simple.frag
Normal file
@ -0,0 +1,16 @@
|
||||
uniform sampler2D tex0;
|
||||
|
||||
in vec4 v_color;
|
||||
in vec2 v_tex0;
|
||||
in float v_fog;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
|
||||
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
|
||||
DoAlphaTest(color.a);
|
||||
}
|
||||
|
18
src/extras/shaders/simple_fs_gl3.inc
Normal file
18
src/extras/shaders/simple_fs_gl3.inc
Normal file
@ -0,0 +1,18 @@
|
||||
const char *simple_frag_src =
|
||||
"uniform sampler2D tex0;\n"
|
||||
|
||||
"in vec4 v_color;\n"
|
||||
"in vec2 v_tex0;\n"
|
||||
"in float v_fog;\n"
|
||||
|
||||
"out vec4 color;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
|
||||
" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
|
||||
" DoAlphaTest(color.a);\n"
|
||||
"}\n"
|
||||
|
||||
;
|
28
src/extras/shaders/standardConstants.h
Normal file
28
src/extras/shaders/standardConstants.h
Normal file
@ -0,0 +1,28 @@
|
||||
float4x4 combinedMat : register(c0);
|
||||
float4x4 worldMat : register(c4);
|
||||
float3x3 normalMat : register(c8);
|
||||
float4 matCol : register(c12);
|
||||
float4 surfProps : register(c13);
|
||||
float4 fogData : register(c14);
|
||||
float4 ambientLight : register(c15);
|
||||
|
||||
#define surfAmbient (surfProps.x)
|
||||
#define surfSpecular (surfProps.y)
|
||||
#define surfDiffuse (surfProps.z)
|
||||
|
||||
#define fogStart (fogData.x)
|
||||
#define fogEnd (fogData.y)
|
||||
#define fogRange (fogData.z)
|
||||
#define fogDisable (fogData.w)
|
||||
|
||||
#include "lighting.h"
|
||||
|
||||
int numDirLights : register(i0);
|
||||
int numPointLights : register(i1);
|
||||
int numSpotLights : register(i2);
|
||||
int4 firstLight : register(c16);
|
||||
Light lights[8] : register(c17);
|
||||
|
||||
#define firstDirLight (firstLight.x)
|
||||
#define firstPointLight (firstLight.y)
|
||||
#define firstSpotLight (firstLight.z)
|
Reference in New Issue
Block a user