nkeynes@1130 | 1 | /**
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nkeynes@1130 | 2 | * $Id$
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nkeynes@1130 | 3 | *
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nkeynes@1130 | 4 | * Assorted shader definitions (optionally) used by the PVR2 rendering
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nkeynes@1130 | 5 | * engine.
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nkeynes@1130 | 6 | *
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nkeynes@1130 | 7 | * This file is preprocessed by genglsl to produce shaders.c and shaders.h.
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nkeynes@1130 | 8 | *
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nkeynes@1130 | 9 | * Copyright (c) 2007-2010 Nathan Keynes.
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nkeynes@1130 | 10 | *
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nkeynes@1130 | 11 | * This program is free software; you can redistribute it and/or modify
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nkeynes@1130 | 12 | * it under the terms of the GNU General Public License as published by
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nkeynes@1130 | 13 | * the Free Software Foundation; either version 2 of the License, or
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nkeynes@1130 | 14 | * (at your option) any later version.
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nkeynes@1130 | 15 | *
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nkeynes@1130 | 16 | * This program is distributed in the hope that it will be useful,
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nkeynes@1130 | 17 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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nkeynes@1130 | 18 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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nkeynes@1130 | 19 | * GNU General Public License for more details.
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nkeynes@1130 | 20 | */
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nkeynes@1130 | 21 |
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nkeynes@1140 | 22 | /**
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nkeynes@1140 | 23 | * Quick reference for predefined variables
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nkeynes@1140 | 24 |
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nkeynes@1140 | 25 | * Vertex shader input variables:
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nkeynes@1140 | 26 | * vec4 gl_Color;
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nkeynes@1140 | 27 | * vec4 gl_SecondaryColor;
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nkeynes@1140 | 28 | * vec3 gl_Normal;
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nkeynes@1140 | 29 | * vec4 gl_Vertex;
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nkeynes@1140 | 30 | * vec4 gl_MultiTexCoord0;
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nkeynes@1140 | 31 | * vec4 gl_MultiTexCoord1;
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nkeynes@1140 | 32 | * vec4 gl_MultiTexCoord2;
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nkeynes@1140 | 33 | * vec4 gl_MultiTexCoord3;
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nkeynes@1140 | 34 | * vec4 gl_MultiTexCoord4;
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nkeynes@1140 | 35 | * vec4 gl_MultiTexCoord5;
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nkeynes@1140 | 36 | * vec4 gl_MultiTexCoord6;
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nkeynes@1140 | 37 | * vec4 gl_MultiTexCoord7;
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nkeynes@1140 | 38 | * float gl_FogCoord;
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nkeynes@1140 | 39 | *
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nkeynes@1140 | 40 | * Vertex shader output variables:
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nkeynes@1140 | 41 | * vec4 gl_Position; // must be written to
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nkeynes@1140 | 42 | * float gl_PointSize; // may be written to
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nkeynes@1140 | 43 | * vec4 gl_ClipVertex; // may be written to
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nkeynes@1140 | 44 | * varying vec4 gl_FrontColor;
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nkeynes@1140 | 45 | * varying vec4 gl_BackColor;
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nkeynes@1140 | 46 | * varying vec4 gl_FrontSecondaryColor;
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nkeynes@1140 | 47 | * varying vec4 gl_BackSecondaryColor;
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nkeynes@1140 | 48 | * varying vec4 gl_TexCoord[]; // at most will be gl_MaxTextureCoords
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nkeynes@1140 | 49 | * varying float gl_FogFragCoord;
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nkeynes@1140 | 50 | *
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nkeynes@1140 | 51 | * Fragment shader input variables:
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nkeynes@1140 | 52 | * varying vec4 gl_Color;
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nkeynes@1140 | 53 | * varying vec4 gl_SecondaryColor;
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nkeynes@1140 | 54 | * varying vec4 gl_TexCoord[]; // at most will be gl_MaxTextureCoords
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nkeynes@1140 | 55 | * varying float gl_FogFragCoord;
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nkeynes@1140 | 56 | * varying vec2 gl_PointCoord;
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nkeynes@1140 | 57 | *
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nkeynes@1140 | 58 | * Fragme shader output variables:
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nkeynes@1140 | 59 | * vec4 gl_FragCoord;
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nkeynes@1140 | 60 | * bool gl_FrontFacing;
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nkeynes@1140 | 61 | * vec4 gl_FragColor;
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nkeynes@1140 | 62 | * vec4 gl_FragData[gl_MaxDrawBuffers];
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nkeynes@1140 | 63 | * float gl_FragDepth;
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nkeynes@1140 | 64 |
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nkeynes@1140 | 65 | */
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nkeynes@1140 | 66 |
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nkeynes@1140 | 67 |
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nkeynes@1130 | 68 | #vertex DEFAULT_VERTEX_SHADER
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nkeynes@1130 | 69 | void main()
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nkeynes@1130 | 70 | {
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nkeynes@1130 | 71 | vec4 tmp = ftransform();
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nkeynes@1130 | 72 | float w = gl_Vertex.z;
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nkeynes@1130 | 73 | gl_Position = tmp * w;
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nkeynes@1130 | 74 | gl_FrontColor = gl_Color;
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nkeynes@1130 | 75 | gl_FrontSecondaryColor = gl_SecondaryColor;
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nkeynes@1130 | 76 | gl_TexCoord[0] = gl_MultiTexCoord0;
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nkeynes@1130 | 77 | gl_FogFragCoord = gl_FogCoord;
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nkeynes@1130 | 78 | }
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nkeynes@1130 | 79 |
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nkeynes@1130 | 80 | #fragment DEFAULT_FRAGMENT_SHADER
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nkeynes@1140 | 81 |
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nkeynes@1140 | 82 | uniform sampler2D primary_texture;
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nkeynes@1140 | 83 | uniform sampler1D palette_texture;
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nkeynes@1140 | 84 |
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nkeynes@1130 | 85 | void main()
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nkeynes@1130 | 86 | {
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nkeynes@1140 | 87 | vec4 tex = texture2D( primary_texture, gl_TexCoord[0].xy );
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nkeynes@1140 | 88 | if( gl_TexCoord[0].z >= 0.0 ) {
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nkeynes@1140 | 89 | tex = texture1D( palette_texture, gl_TexCoord[0].z + (tex.a*0.249023) );
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nkeynes@1140 | 90 | }
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nkeynes@1140 | 91 | /* HACK: unfortunately we have to maintain compatibility with GLSL 1.20,
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nkeynes@1140 | 92 | * which only supports varying float. So since we're propagating texcoord
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nkeynes@1140 | 93 | * anyway, overload the last component to indicate texture mode.
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nkeynes@1140 | 94 | */
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nkeynes@1140 | 95 | if( gl_TexCoord[0].w == 0.0 ) {
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nkeynes@1140 | 96 | gl_FragColor.rgb = mix( gl_Color.rgb * tex.rgb + gl_SecondaryColor.rgb, gl_Fog.color.rgb, gl_FogFragCoord );
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nkeynes@1140 | 97 | gl_FragColor.a = gl_Color.a * tex.a;
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nkeynes@1140 | 98 | } else if( gl_TexCoord[0].w >= 1.5 ) {
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nkeynes@1140 | 99 | gl_FragColor.rgb = mix( gl_Color.rgb, gl_Fog.color.rgb, gl_FogFragCoord );
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nkeynes@1140 | 100 | gl_FragColor.a = gl_Color.a;
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nkeynes@1140 | 101 | } else {
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nkeynes@1140 | 102 | gl_FragColor.rgb = mix( mix(gl_Color.rgb,tex.rgb,tex.a) + gl_SecondaryColor.rgb, gl_Fog.color.rgb, gl_FogFragCoord);
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nkeynes@1140 | 103 | gl_FragColor.a = gl_Color.a;
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nkeynes@1140 | 104 | }
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nkeynes@1130 | 105 | gl_FragDepth = gl_FragCoord.z;
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nkeynes@1130 | 106 | }
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nkeynes@1130 | 107 |
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nkeynes@1140 | 108 | #program DEFAULT_PROGRAM = DEFAULT_VERTEX_SHADER DEFAULT_FRAGMENT_SHADER
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nkeynes@1130 | 109 |
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