shadery a scripty
This commit is contained in:
parent
bb6115cfdf
commit
5f331dd548
27
main/scripts/autoexec.lua
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27
main/scripts/autoexec.lua
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@ -0,0 +1,27 @@
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g_require("scripts/thread.lua")
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g_require("scripts/input.lua")
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g_require("scripts/player.lua")
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print("autoexec")
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inputmap["KEY_W"] = "forward"
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inputmap["KEY_S"] = "backward"
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inputmap["KEY_A"] = "left"
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inputmap["KEY_D"] = "right"
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local player = ent_spawn(-1, 1, 0, 0, 0, 0, 1, 1, 1)
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mdl_set(player, "models/test_skeletal.mdl.json")
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local playercamera = false
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setupplayer(player)
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onkeypress["KEY_T"] = function ()
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if playercamera then
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g_detachcamera()
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else
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g_attachcamera(player, 0, 1, 0)
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end
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playercamera = not playercamera
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end
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140
main/scripts/definitions/tsrecsmeta.lua
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140
main/scripts/definitions/tsrecsmeta.lua
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@ -0,0 +1,140 @@
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---@meta
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--- Game
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---@param interval number
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---@param repeating boolean
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---@param callback fun()
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---@return number
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function g_settimer(interval, repeating, callback) end
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---@param timerid number
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function g_cleartimer(timerid) end
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---@return number
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function g_getframe() end
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---@return number
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function g_gettps() end
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---@param path string
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---@return nil
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function g_require(path) end
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---@return number x
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---@return number y
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---@return number z
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function g_getcameraforward() end
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---@return number x
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---@return number z
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function g_getcameraforwardxz() end
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---@return number x
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---@return number z
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function g_getcamerarightxz() end
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---@param ent number
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---@param x number
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---@param y number
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---@param z number
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---@return nil
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function g_attachcamera(ent, x, y, z) end
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---@return nil
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function g_detachcamera() end
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--- Input
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---@param callback fun(control: string, press: boolean)
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---@return nil
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function i_setcontrolcallback(callback) end
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--- Entity
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---@param x number
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---@param y number
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---@param z number
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---@param pitch number
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---@param yaw number
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---@param roll number
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---@param sx number
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---@param sy number
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---@param sz number
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---@return number
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function ent_spawn(x, y, z, pitch, yaw, roll, sx, sy, sz) end
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--- Model
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---@param ent number
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---@param name string
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---@return nil
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function mdl_set(ent, name) end
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---@param ent number
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---@param name string
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---@param t number
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---@param fade number
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---@return nil
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function mdl_anim(ent, name, t, fade) end
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---@param ent number
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---@param name string
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---@param fade number
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---@return nil
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function mdl_stopanim(ent, name, fade) end
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---@param ent number
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---@return nil
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function mdl_remove(ent) end
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-- CCT
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---@param ent number
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---@param height number
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---@param radius number
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---@return nil
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function cct_add(ent, height, radius) end
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---@param ent number
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---@return nil
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function cct_remove(ent) end
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---@param ent number
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---@param x number
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---@param y number
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---@param z number
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---@return nil
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function cct_setpos(ent, x, y, z) end
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---@param ent number
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---@return number x
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---@return number y
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---@return number z
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function cct_getpos(ent) end
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---@param ent number
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---@return number x
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---@return number z
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function cct_getforwardxz(ent) end
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---@param ent number
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---@param x number
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---@param y number
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---@param z number
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---@param speed number
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---@return nil
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function cct_turnto(ent, x, y, z, speed) end
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---@param ent number
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---@param angle number
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---@param speed number
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---@return nil
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function cct_turntoangle(ent, angle, speed) end
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---@param ent number
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---@param x number
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---@param y number
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---@param z number
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---@return nil
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function cct_move(ent, x, y, z) end
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29
main/scripts/input.lua
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29
main/scripts/input.lua
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@ -0,0 +1,29 @@
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-- input utils
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keyheld = {}
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onkey = {}
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onkeypress = {}
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inputmap = {}
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local function processcontrol(control, press)
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if press then
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keyheld[control] = true
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else
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keyheld[control] = nil
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end
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if onkey[control] then
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onkey[control](press)
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end
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if press and onkeypress[control] then
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onkeypress[control]()
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end
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end
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i_setcontrolcallback(function (control, press)
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processcontrol(control, press)
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if (inputmap[control]) then
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processcontrol(inputmap[control], press)
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end
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end)
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76
main/scripts/player.lua
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76
main/scripts/player.lua
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@ -0,0 +1,76 @@
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g_require("scripts/input.lua")
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local tick = 1 / g_gettps()
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local player = nil
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local playertimer = nil
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local standanim = "stand"
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local walkanim = "walk2"
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function setupplayer(ent)
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player = ent
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mdl_anim(player, "init", 0, 0)
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mdl_anim(player, standanim, 0, 0)
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cct_add(player, 0.25, 1.2)
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local walking = false
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playertimer = g_settimer(0, true, function ()
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local fb = 0
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local rl = 0
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if keyheld["forward"] then fb = fb + 1 end
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if keyheld["backward"] then fb = fb - 1 end
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if keyheld["right"] then rl = rl + 1 end
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if keyheld["left"] then rl = rl - 1 end
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local move_x = 0
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local move_y = -3.0
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local move_z = 0
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local movespeed = 3.0
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if fb ~= 0 or rl ~= 0 then
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local foward_x, forward_z = g_getcameraforwardxz()
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local right_x, right_z = g_getcamerarightxz()
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local x = foward_x * fb + right_x * rl
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local z = forward_z * fb + right_z * rl
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local angle = math.atan(x, z)
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move_x, move_z = cct_getforwardxz(player)
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cct_turntoangle(player, angle, 6)
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if not walking then
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mdl_anim(player, walkanim, 6, 0.2)
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walking = true
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end
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-- print(angle * 57.2957795)
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else
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if walking then
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mdl_stopanim(player, walkanim, 0.1)
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walking = false
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end
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end
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cct_move(player, move_x * tick * movespeed, move_y * tick, move_z * tick * movespeed)
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end)
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end
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function cleanupplayer()
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if playertimer ~= nil then
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g_cleartimer(playertimer)
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playertimer = nil
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end
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if player ~= nil then
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cct_remove(player)
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player = nil
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end
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end
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BIN
main/scripts/player.luac
Normal file
BIN
main/scripts/player.luac
Normal file
Binary file not shown.
34
main/scripts/thread.lua
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34
main/scripts/thread.lua
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-- thread utils
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function wait(t)
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coroutine.yield(t)
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end
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function thread(cb)
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local co = coroutine.create(cb)
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local function resumefun()
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if coroutine.status(co) == "dead" then
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return
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end
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local suc, time = coroutine.resume(co)
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if not suc then
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error(debug.traceback(co))
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end
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if suc and time then
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g_settimer(time, false, resumefun)
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end
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end
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resumefun()
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return co
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end
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function killthread(co)
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coroutine.close(co)
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end
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98
main/shaders/basic.fs
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98
main/shaders/basic.fs
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@ -0,0 +1,98 @@
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#version 330 core
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in vec2 v_texcoord;
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// in vec3 v_fragpos;
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in vec3 v_normal;
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uniform sampler2D u_tex;
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// uniform mat4 u_model;
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// uniform mat4 u_view;
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// uniform mat4 u_proj;
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// uniform int u_no_light;
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// uniform float u_alpha;
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layout (location = 0) out vec4 o_color;
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layout (location = 1) out vec4 o_normal;
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void main() {
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vec4 object_color_4 = texture(u_tex, vec2(v_texcoord.x, 1.0 - v_texcoord.y));
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if (object_color_4.a < 0.5) discard;
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vec3 object_color = object_color_4.rgb;
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o_color = vec4(object_color, 1.0);
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o_normal = vec4(gl_FrontFacing ? v_normal : (v_normal * -1.0), 1.0);
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// o_normal = vec4(v_normal, 1.0);
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// o_normal = vec4(v_normal * -1.0, 1.0);
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}
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// //-----------------------------------
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// #version 330 core
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// //#define ALPHA_DITHER
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// in vec2 Texcoord;
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// in vec3 FragPosF;
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// in vec3 Normal;
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// // in float Dist;
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// uniform sampler2D tex;
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// uniform vec3 lightPos;
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// uniform mat4 model;
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// uniform mat4 view;
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// uniform mat4 proj;
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// uniform int NoLight;
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// uniform float alpha;
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// out vec4 FragColor;
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// // out float FragPos;
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// out vec4 FragNormal;
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// #ifdef ALPHA_DITHER
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// float bayer[64] = float[64] (
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// 0.000000, 0.500000, 0.125000, 0.625000, 0.031250, 0.531250, 0.156250, 0.656250,
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// 0.750000, 0.250000, 0.875000, 0.375000, 0.781250, 0.281250, 0.906250, 0.406250,
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// 0.187500, 0.687500, 0.062500, 0.562500, 0.218750, 0.718750, 0.093750, 0.593750,
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// 0.937500, 0.437500, 0.812500, 0.312500, 0.968750, 0.468750, 0.843750, 0.343750,
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// 0.046875, 0.546875, 0.171875, 0.671875, 0.015625, 0.515625, 0.140625, 0.640625,
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// 0.796875, 0.296875, 0.921875, 0.421875, 0.765625, 0.265625, 0.890625, 0.390625,
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// 0.234375, 0.734375, 0.109375, 0.609375, 0.203125, 0.703125, 0.078125, 0.578125,
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// 0.984375, 0.484375, 0.859375, 0.359375, 0.953125, 0.453125, 0.828125, 0.328125
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// );
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// int intmod(int a, int b) {
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// return a - ((a / b) * b);
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// }
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// float map(float value, float min1, float max1, float min2, float max2) {
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// return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
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// }
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// #endif
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// void main() {
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// vec4 objectColor4 = texture(tex, vec2(Texcoord.x, 1.0 - Texcoord.y));
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// vec3 objectColor = objectColor4.rgb;
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// #ifdef ALPHA_DITHER
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// ivec2 iPoz = ivec2(gl_FragCoord.xy);
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// int bx = intmod(iPoz.x, 8);
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// int by = intmod(iPoz.y, 8);
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// // if (objectColor4.a < 0.25 || alpha < bayer[bx * 8 + by]) discard;
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// if (map(objectColor4.a, 0.0, 1.0, -0.05, 1.2) * alpha < bayer[bx * 8 + by]) discard;
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// #else
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// if (objectColor4.a < 0.25) discard;
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// #endif
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// FragColor = vec4(objectColor, 1.0);
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// // FragPos = gl_FragCoord.z; //vec4(FragPosF, /*Dist*/ gl_FragCoord.z);
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// FragNormal = vec4(Normal, NoLight == 1 ? 0.0 : 1.0);
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// }
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21
main/shaders/basic.vs
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21
main/shaders/basic.vs
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#version 330 core
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layout (location = 0) in vec3 a_position;
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layout (location = 1) in vec2 a_texcoord;
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layout (location = 2) in vec3 a_normal;
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uniform mat4 u_vp;
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uniform mat4 u_model;
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out vec3 v_fragpos;
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out vec2 v_texcoord;
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out vec3 v_normal;
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void main() {
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v_texcoord = a_texcoord;
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v_normal = normalize(mat3(transpose(inverse(u_model))) * a_normal);
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vec4 fragpos4 = u_model * vec4(a_position, 1.0);
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v_fragpos = vec3(fragpos4);
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gl_Position = u_vp * fragpos4;
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}
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34
main/shaders/basic_instanced.vs
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34
main/shaders/basic_instanced.vs
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#version 430 core
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struct DrawCtx {
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mat4 model;
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vec4 color[4];
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};
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layout(std430, binding = 0) buffer InstanceBuffer {
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DrawCtx instances[];
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};
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layout (location = 0) in vec3 a_position;
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layout (location = 1) in vec2 a_texcoord;
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layout (location = 2) in vec3 a_normal;
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uniform mat4 u_vp;
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// uniform mat4 u_model;
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out vec3 v_fragpos;
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out vec2 v_texcoord;
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out vec3 v_normal;
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void main() {
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// uint index = gl_GlobalInvocationID.x;
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mat4 u_model = instances[gl_InstanceID].model;
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v_texcoord = a_texcoord;
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v_normal = normalize(mat3(transpose(inverse(u_model))) * a_normal);
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vec4 fragpos4 = u_model * vec4(a_position, 1.0);
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v_fragpos = vec3(fragpos4);
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gl_Position = u_vp * fragpos4;
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}
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14
main/shaders/debug.fs
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14
main/shaders/debug.fs
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#version 330 core
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in vec3 v_color;
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layout (location = 0) out vec4 o_color;
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layout (location = 1) out vec4 o_normal;
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void main() {
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o_color = vec4(v_color, 0.0);
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o_normal = vec4(0.0);
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// o_normal = vec4(v_normal, 1.0);
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// o_normal = vec4(v_normal * -1.0, 1.0);
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}
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13
main/shaders/debug.vs
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13
main/shaders/debug.vs
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#version 330 core
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layout (location = 0) in vec3 a_position;
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layout (location = 1) in vec3 a_color;
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uniform mat4 u_vp;
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out vec3 v_color;
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void main() {
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v_color = a_color;
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gl_Position = u_vp * vec4(a_position, 1.0);
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}
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135
main/shaders/deferred_quad.fs
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135
main/shaders/deferred_quad.fs
Normal file
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#version 330 core
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uniform sampler2D u_tex;
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uniform sampler2D u_tex_pos;
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uniform sampler2D u_tex_normal;
|
||||
uniform sampler2D u_tex_light;
|
||||
|
||||
uniform vec3 u_sun_color;
|
||||
uniform vec3 u_sun_direction;
|
||||
uniform vec3 u_ambient_color;
|
||||
// uniform float u_farplane;
|
||||
// uniform vec3 u_farplane_color;
|
||||
// uniform float u_farplane_strength;
|
||||
|
||||
layout (location = 0) out vec4 o_color;
|
||||
|
||||
vec3 GetAmbientLight() {
|
||||
return u_ambient_color;
|
||||
}
|
||||
|
||||
vec3 GetSunLight(vec3 normal) {
|
||||
float sun_intensity = max(dot(normal, u_sun_direction), 0.0);
|
||||
return sun_intensity * u_sun_color;
|
||||
}
|
||||
|
||||
void main() {
|
||||
ivec2 int_pos = ivec2(gl_FragCoord.xy);
|
||||
|
||||
vec4 local_rgba = texelFetch(u_tex, int_pos, 0);
|
||||
vec4 local_normal_4 = texelFetch(u_tex_normal, int_pos, 0);
|
||||
vec4 local_light_4 = texelFetch(u_tex_light, int_pos, 0);
|
||||
float local_dist = texelFetch(u_tex_pos, int_pos, 0).r;
|
||||
|
||||
vec3 local_rgb = local_rgba.rgb;
|
||||
vec3 local_normal = local_normal_4.xyz;
|
||||
vec3 local_light = local_light_4.rgb;
|
||||
|
||||
vec3 rr = GetAmbientLight() + GetSunLight(local_normal) + local_light;
|
||||
// vec3 rr = max(GetAmbientLight(), max(GetSunLight(local_normal), local_light));
|
||||
|
||||
|
||||
vec3 result = local_rgb * mix(vec3(1.0), rr, local_rgba.a);
|
||||
|
||||
|
||||
o_color = vec4(result, 1.0);
|
||||
|
||||
// o_color = vec4(1.0);
|
||||
|
||||
// o_color = vec4(local_rgb, 1.0);
|
||||
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
|
||||
// in vec2 Poz;
|
||||
layout (pixel_center_integer) in vec4 gl_FragCoord;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D tex_pos;
|
||||
uniform sampler2D tex_normal;
|
||||
uniform sampler2D tex_light;
|
||||
uniform sampler2D tex_transparent;
|
||||
|
||||
uniform float fadeAlpha;
|
||||
|
||||
uniform vec3 sunColor;
|
||||
uniform vec3 sunDirection;
|
||||
uniform vec3 ambientColor;
|
||||
uniform float ambientStrength;
|
||||
uniform float farplane;
|
||||
uniform vec3 farplaneColor;
|
||||
uniform float farplaneStrength;
|
||||
|
||||
uniform float time;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
float rand(vec2 co) {
|
||||
return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
vec3 noise(vec2 co, float t, float intensity) {
|
||||
vec2 co_t = co * mod(t, 1.0);
|
||||
return ((vec3(rand(co_t), rand(co_t * vec2(-1.0, 1.0)), rand(co_t * vec2(1.0, -1.0))) - 0.5) * intensity * 2.0);
|
||||
}
|
||||
|
||||
float linearize_depth(float d, float zNear, float zFar) {
|
||||
float z_n = 2.0 * d - 1.0;
|
||||
return 2.0 * zNear * zFar / (zFar + zNear - z_n * (zFar - zNear));
|
||||
}
|
||||
|
||||
void main() {
|
||||
ivec2 iPoz = ivec2(gl_FragCoord.xy);
|
||||
|
||||
vec4 this_rgba = texelFetch(tex, iPoz, 0);
|
||||
//vec4 this_posd = texelFetch(tex_pos, iPoz, 0);
|
||||
vec4 this_normala = texelFetch(tex_normal, iPoz, 0);
|
||||
vec4 this_lighta = texelFetch(tex_light, iPoz, 0);
|
||||
// vec3 this_light = this_lighta.rgb / min(1.0, max(this_lighta.r, max(this_lighta.g, this_lighta.b)));
|
||||
vec4 this_transparent = texelFetch(tex_transparent, iPoz, 0);
|
||||
|
||||
vec3 this_rgb = this_rgba.rgb;
|
||||
//vec3 this_pos = this_posd.xyz;
|
||||
vec3 this_normal = this_normala.xyz;
|
||||
|
||||
|
||||
float Dist = texelFetch(tex_pos, iPoz, 0).r; //this_posd.w;
|
||||
// vec3 this_pos = WorldPosFromDepth(Dist);
|
||||
float LightAffected = this_normala.w;
|
||||
|
||||
// --- old fs
|
||||
|
||||
vec3 ambientResult = ambientStrength * ambientColor;
|
||||
|
||||
vec3 sunDir = normalize(sunDirection);
|
||||
float sunIntensity = max(dot(this_normal, sunDir), 0.0);
|
||||
vec3 sunResult = sunIntensity * sunColor;
|
||||
|
||||
// vec3 result = max(max(ambientResult, sunResult), this_lighta.rgb) * this_rgb;
|
||||
vec3 result = (ambientResult + sunResult + this_lighta.rgb) * this_rgb;
|
||||
|
||||
vec3 litColor = mix(this_rgb, result, LightAffected);
|
||||
|
||||
|
||||
//vec3 fragColor3 = litColor; //mix(litColor, farplaneColor, linearize_depth(Dist, 0.1, farplane) / farplane);
|
||||
float fogIntensity = farplaneStrength * linearize_depth(Dist, 0.1, farplane) / farplane;
|
||||
|
||||
vec3 finalColor = mix(litColor, farplaneColor, fogIntensity);
|
||||
vec3 fragColor3 = mix(finalColor, this_transparent.rgb, this_transparent.a);
|
||||
|
||||
FragColor = vec4(fragColor3 /*+ noise(gl_FragCoord.xy, time, 0.03)* /, 1.0);
|
||||
}
|
||||
|
||||
*/
|
||||
7
main/shaders/deferred_quad.vs
Normal file
7
main/shaders/deferred_quad.vs
Normal file
@ -0,0 +1,7 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec2 a_vert_pos;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(a_vert_pos, 0.0, 1.0);
|
||||
}
|
||||
19
main/shaders/skeletal.fs
Normal file
19
main/shaders/skeletal.fs
Normal file
@ -0,0 +1,19 @@
|
||||
#version 330 core
|
||||
|
||||
in vec2 v_texcoord;
|
||||
in vec3 v_normal;
|
||||
|
||||
uniform sampler2D u_tex;
|
||||
|
||||
layout (location = 0) out vec4 o_color;
|
||||
layout (location = 1) out vec4 o_normal;
|
||||
|
||||
void main() {
|
||||
vec4 object_color_4 = texture(u_tex, vec2(v_texcoord.x, 1.0 - v_texcoord.y));
|
||||
if (object_color_4.a < 0.5) discard;
|
||||
vec3 object_color = object_color_4.rgb;
|
||||
o_color = vec4(object_color, 1.0);
|
||||
|
||||
o_normal = vec4(v_normal, 1.0);
|
||||
|
||||
}
|
||||
40
main/shaders/skeletal.vs
Normal file
40
main/shaders/skeletal.vs
Normal file
@ -0,0 +1,40 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 a_position;
|
||||
layout (location = 1) in vec2 a_texcoord;
|
||||
layout (location = 2) in vec3 a_normal;
|
||||
layout (location = 3) in ivec4 a_bone_ids;
|
||||
layout (location = 4) in vec4 a_bone_weights;
|
||||
|
||||
const int MAX_BONES = 240;
|
||||
const int MAX_BONE_INFLUENCE = 4;
|
||||
|
||||
uniform mat4 u_bone_transforms[MAX_BONES];
|
||||
uniform mat4 u_vp;
|
||||
uniform mat4 u_model;
|
||||
|
||||
// out vec3 v_fragpos;
|
||||
out vec2 v_texcoord;
|
||||
out vec3 v_normal;
|
||||
|
||||
void main() {
|
||||
mat4 bone_transform = mat4(0.0);
|
||||
|
||||
for (int i = 0; i < MAX_BONE_INFLUENCE; i++) {
|
||||
if (a_bone_ids[i] == -1)
|
||||
continue;
|
||||
|
||||
bone_transform += u_bone_transforms[a_bone_ids[i]] * a_bone_weights[i];
|
||||
}
|
||||
|
||||
vec4 pos_l = bone_transform * vec4(a_position, 1.0);
|
||||
vec4 fragpos4 = u_model * pos_l;
|
||||
gl_Position = u_vp * fragpos4;
|
||||
// v_fragpos = vec3(fragpos4);
|
||||
|
||||
v_texcoord = a_texcoord;
|
||||
|
||||
vec4 normal_l = bone_transform * vec4(a_normal, 0.0);
|
||||
v_normal = normalize((u_model * normal_l).xyz);
|
||||
|
||||
}
|
||||
13
main/shaders/skybox.fs
Normal file
13
main/shaders/skybox.fs
Normal file
@ -0,0 +1,13 @@
|
||||
#version 330 core
|
||||
|
||||
in vec2 v_texcoord;
|
||||
|
||||
uniform sampler2D u_tex;
|
||||
|
||||
layout (location = 0) out vec4 o_color;
|
||||
layout (location = 1) out vec4 o_normal;
|
||||
|
||||
void main() {
|
||||
o_color = vec4(texture(u_tex, vec2(v_texcoord.x, 1.0 - v_texcoord.y)).rgb, 0.0);
|
||||
o_normal = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
14
main/shaders/skybox.vs
Normal file
14
main/shaders/skybox.vs
Normal file
@ -0,0 +1,14 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 a_position;
|
||||
layout (location = 1) in vec2 a_texcoord;
|
||||
layout (location = 2) in vec3 a_normal;
|
||||
|
||||
uniform mat4 u_vp;
|
||||
|
||||
out vec2 v_texcoord;
|
||||
|
||||
void main() {
|
||||
v_texcoord = a_texcoord;
|
||||
gl_Position = u_vp * vec4(a_position, 1.0);
|
||||
}
|
||||
25
main/shaders/uv_tint_uv.fs
Normal file
25
main/shaders/uv_tint_uv.fs
Normal file
@ -0,0 +1,25 @@
|
||||
#version 330 core
|
||||
|
||||
in vec2 v_texcoord;
|
||||
// in vec3 v_fragpos;
|
||||
in vec3 v_normal;
|
||||
|
||||
uniform sampler2D u_tex;
|
||||
uniform sampler2D u_tex1;
|
||||
|
||||
uniform float u_uv_mult;
|
||||
|
||||
layout (location = 0) out vec4 o_color;
|
||||
layout (location = 1) out vec4 o_normal;
|
||||
|
||||
void main() {
|
||||
vec2 txc = vec2(v_texcoord.x, 1.0 - v_texcoord.y);
|
||||
|
||||
vec4 object_color_4 = texture(u_tex, txc) * texture(u_tex1, txc * u_uv_mult);
|
||||
if (object_color_4.a < 0.5) discard;
|
||||
vec3 object_color = object_color_4.rgb;
|
||||
o_color = vec4(object_color, 1.0);
|
||||
o_normal = vec4(v_normal, 1.0);
|
||||
|
||||
|
||||
}
|
||||
27
main/shaders/xz.fs
Normal file
27
main/shaders/xz.fs
Normal file
@ -0,0 +1,27 @@
|
||||
#version 330 core
|
||||
|
||||
in vec2 v_texcoord;
|
||||
in vec3 v_fragpos;
|
||||
in vec3 v_normal;
|
||||
|
||||
uniform sampler2D u_tex;
|
||||
|
||||
uniform vec2 u_xz_mult;
|
||||
|
||||
layout (location = 0) out vec4 o_color;
|
||||
layout (location = 1) out vec4 o_normal;
|
||||
|
||||
void main() {
|
||||
vec2 tc = v_fragpos.xz * u_xz_mult.x;
|
||||
vec4 color_xz = texture(u_tex, tc);
|
||||
|
||||
|
||||
// vec4 object_color_4 = mix(color_xz1, color_xz2, color_mask.a);
|
||||
// if (object_color_4.a < 0.5) discard;
|
||||
|
||||
vec3 object_color = color_xz.rgb;
|
||||
o_color = vec4(object_color, 1.0);
|
||||
o_normal = vec4(v_normal, 1.0);
|
||||
|
||||
|
||||
}
|
||||
35
main/shaders/xz_xz_mask_uv.fs
Normal file
35
main/shaders/xz_xz_mask_uv.fs
Normal file
@ -0,0 +1,35 @@
|
||||
#version 330 core
|
||||
|
||||
in vec2 v_texcoord;
|
||||
in vec3 v_fragpos;
|
||||
in vec3 v_normal;
|
||||
|
||||
uniform sampler2D u_tex;
|
||||
uniform sampler2D u_tex1;
|
||||
uniform sampler2D u_tex2;
|
||||
|
||||
uniform vec2 u_xz_mult;
|
||||
|
||||
layout (location = 0) out vec4 o_color;
|
||||
layout (location = 1) out vec4 o_normal;
|
||||
|
||||
void main() {
|
||||
vec2 txc = vec2(v_texcoord.x, 1.0 - v_texcoord.y);
|
||||
|
||||
vec2 tc1 = v_fragpos.xz * u_xz_mult.x;
|
||||
vec2 tc2 = v_fragpos.xz * u_xz_mult.y;
|
||||
|
||||
vec4 color_mask = texture(u_tex, txc);
|
||||
vec4 color_xz1 = texture(u_tex1, tc1);
|
||||
vec4 color_xz2 = texture(u_tex2, tc2);
|
||||
|
||||
|
||||
// vec4 object_color_4 = mix(color_xz1, color_xz2, color_mask.a);
|
||||
// if (object_color_4.a < 0.5) discard;
|
||||
|
||||
vec3 object_color = mix(color_xz1.rgb, color_xz2.rgb * color_mask.rgb, color_mask.a);
|
||||
o_color = vec4(object_color, 1.0);
|
||||
o_normal = vec4(v_normal, 1.0);
|
||||
|
||||
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user