Revert "Added GLSL 3.3 shaders"
This reverts commit b74f0fa7e5
.
Shaders are moved now to main repository.
coolant-mod
parent
b74f0fa7e5
commit
7696ffe209
|
@ -20,7 +20,6 @@ install(DIRECTORY icons DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
||||||
install(DIRECTORY models DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
install(DIRECTORY models DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
||||||
install(DIRECTORY sounds DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
install(DIRECTORY sounds DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
||||||
install(DIRECTORY textures DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
install(DIRECTORY textures DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
||||||
install(DIRECTORY shaders DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
|
||||||
install(DIRECTORY DESTINATION ${COLOBOT_INSTALL_DATA_DIR}/mods) # Empty directory
|
install(DIRECTORY DESTINATION ${COLOBOT_INSTALL_DATA_DIR}/mods) # Empty directory
|
||||||
|
|
||||||
set(DATA_SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR})
|
set(DATA_SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR})
|
||||||
|
|
|
@ -1,155 +0,0 @@
|
||||||
/*
|
|
||||||
* This file is part of the Colobot: Gold Edition source code
|
|
||||||
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
|
|
||||||
* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
|
|
||||||
*
|
|
||||||
* This program is free software: you can redistribute it and/or modify
|
|
||||||
* it under the terms of the GNU General Public License as published by
|
|
||||||
* the Free Software Foundation, either version 3 of the License, or
|
|
||||||
* (at your option) any later version.
|
|
||||||
*
|
|
||||||
* This program is distributed in the hope that it will be useful,
|
|
||||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
||||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
||||||
* See the GNU General Public License for more details.
|
|
||||||
*
|
|
||||||
* You should have received a copy of the GNU General Public License
|
|
||||||
* along with this program. If not, see http://gnu.org/licenses
|
|
||||||
*/
|
|
||||||
|
|
||||||
// FRAGMENT SHADER
|
|
||||||
#version 330
|
|
||||||
|
|
||||||
struct LightParams
|
|
||||||
{
|
|
||||||
bool Enabled;
|
|
||||||
vec4 Position;
|
|
||||||
vec4 Ambient;
|
|
||||||
vec4 Diffuse;
|
|
||||||
vec4 Specular;
|
|
||||||
float Shininess;
|
|
||||||
vec3 Attenuation;
|
|
||||||
};
|
|
||||||
|
|
||||||
uniform sampler2D uni_PrimaryTexture;
|
|
||||||
uniform sampler2D uni_SecondaryTexture;
|
|
||||||
uniform sampler2DShadow uni_ShadowTexture;
|
|
||||||
|
|
||||||
uniform bool uni_PrimaryTextureEnabled;
|
|
||||||
uniform bool uni_SecondaryTextureEnabled;
|
|
||||||
uniform bool uni_ShadowTextureEnabled;
|
|
||||||
|
|
||||||
uniform bool uni_FogEnabled;
|
|
||||||
uniform vec2 uni_FogRange;
|
|
||||||
uniform vec4 uni_FogColor;
|
|
||||||
|
|
||||||
uniform bool uni_AlphaTestEnabled;
|
|
||||||
uniform float uni_AlphaReference;
|
|
||||||
|
|
||||||
uniform vec4 uni_AmbientColor;
|
|
||||||
uniform vec4 uni_DiffuseColor;
|
|
||||||
uniform vec4 uni_SpecularColor;
|
|
||||||
|
|
||||||
uniform bool uni_LightingEnabled;
|
|
||||||
uniform LightParams uni_Light[8];
|
|
||||||
|
|
||||||
uniform bool uni_SmoothShading;
|
|
||||||
|
|
||||||
in VertexData
|
|
||||||
{
|
|
||||||
vec3 NormalSmooth;
|
|
||||||
flat vec3 NormalFlat;
|
|
||||||
vec4 Color;
|
|
||||||
vec2 TexCoord0;
|
|
||||||
vec2 TexCoord1;
|
|
||||||
vec4 ShadowCoord;
|
|
||||||
vec4 Position;
|
|
||||||
float Distance;
|
|
||||||
} data;
|
|
||||||
|
|
||||||
out vec4 out_FragColor;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
vec4 color = data.Color;
|
|
||||||
|
|
||||||
if (uni_LightingEnabled)
|
|
||||||
{
|
|
||||||
vec4 ambient = vec4(0.0f);
|
|
||||||
vec4 diffuse = vec4(0.0f);
|
|
||||||
vec4 specular = vec4(0.0f);
|
|
||||||
|
|
||||||
for(int i=0; i<8; i++)
|
|
||||||
{
|
|
||||||
if(uni_Light[i].Enabled)
|
|
||||||
{
|
|
||||||
ambient += uni_Light[i].Ambient;
|
|
||||||
|
|
||||||
vec3 normal = (uni_SmoothShading ? data.NormalSmooth : data.NormalFlat);
|
|
||||||
normal = (gl_FrontFacing ? normal : -normal);
|
|
||||||
|
|
||||||
vec3 lightDirection = vec3(0.0f);
|
|
||||||
float atten;
|
|
||||||
|
|
||||||
// Directional light
|
|
||||||
if(uni_Light[i].Position[3] == 0.0f)
|
|
||||||
{
|
|
||||||
lightDirection = uni_Light[i].Position.xyz;
|
|
||||||
atten = 1.0f;
|
|
||||||
}
|
|
||||||
// Point light
|
|
||||||
else
|
|
||||||
{
|
|
||||||
vec3 lightDirection = normalize(uni_Light[i].Position.xyz - data.Position.xyz);
|
|
||||||
float dist = distance(uni_Light[i].Position.xyz, data.Position.xyz);
|
|
||||||
|
|
||||||
atten = 1.0f / (uni_Light[i].Attenuation.x
|
|
||||||
+ uni_Light[i].Attenuation.y * dist
|
|
||||||
+ uni_Light[i].Attenuation.z * dist * dist);
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 reflectDirection = -reflect(lightDirection, normal);
|
|
||||||
|
|
||||||
diffuse += atten * clamp(dot(normal, lightDirection), 0.0f, 1.0f) * uni_Light[i].Diffuse;
|
|
||||||
specular += atten * clamp(pow(dot(normal, lightDirection + reflectDirection), 10.0f), 0.0f, 1.0f) * uni_Light[i].Specular;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
vec4 result = uni_AmbientColor * ambient
|
|
||||||
+ uni_DiffuseColor * diffuse
|
|
||||||
+ uni_SpecularColor * specular;
|
|
||||||
|
|
||||||
color.rgb = min(vec3(1.0f), result.rgb);
|
|
||||||
color.a = 1.0f; //min(1.0f, 1.0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (uni_PrimaryTextureEnabled)
|
|
||||||
{
|
|
||||||
color = color * texture(uni_PrimaryTexture, data.TexCoord0);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (uni_SecondaryTextureEnabled)
|
|
||||||
{
|
|
||||||
color = color * texture(uni_SecondaryTexture, data.TexCoord1);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (uni_ShadowTextureEnabled)
|
|
||||||
{
|
|
||||||
color = color * (0.35f + 0.65f * texture(uni_ShadowTexture, data.ShadowCoord.xyz));
|
|
||||||
}
|
|
||||||
|
|
||||||
if (uni_FogEnabled)
|
|
||||||
{
|
|
||||||
float interpolate = (data.Distance - uni_FogRange.x) / (uni_FogRange.y - uni_FogRange.x);
|
|
||||||
|
|
||||||
color = mix(color, uni_FogColor, clamp(interpolate, 0.0f, 1.0f));
|
|
||||||
}
|
|
||||||
|
|
||||||
if (uni_AlphaTestEnabled)
|
|
||||||
{
|
|
||||||
if(color.a < uni_AlphaReference)
|
|
||||||
discard;
|
|
||||||
}
|
|
||||||
|
|
||||||
out_FragColor = color;
|
|
||||||
}
|
|
|
@ -1,63 +0,0 @@
|
||||||
/*
|
|
||||||
* This file is part of the Colobot: Gold Edition source code
|
|
||||||
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
|
|
||||||
* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
|
|
||||||
*
|
|
||||||
* This program is free software: you can redistribute it and/or modify
|
|
||||||
* it under the terms of the GNU General Public License as published by
|
|
||||||
* the Free Software Foundation, either version 3 of the License, or
|
|
||||||
* (at your option) any later version.
|
|
||||||
*
|
|
||||||
* This program is distributed in the hope that it will be useful,
|
|
||||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
||||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
||||||
* See the GNU General Public License for more details.
|
|
||||||
*
|
|
||||||
* You should have received a copy of the GNU General Public License
|
|
||||||
* along with this program. If not, see http://gnu.org/licenses
|
|
||||||
*/
|
|
||||||
|
|
||||||
// VERTEX SHADER
|
|
||||||
#version 330
|
|
||||||
|
|
||||||
uniform mat4 uni_ProjectionMatrix;
|
|
||||||
uniform mat4 uni_ViewMatrix;
|
|
||||||
uniform mat4 uni_ModelMatrix;
|
|
||||||
uniform mat4 uni_ShadowMatrix;
|
|
||||||
uniform mat4 uni_NormalMatrix;
|
|
||||||
|
|
||||||
layout(location = 0) in vec4 in_VertexCoord;
|
|
||||||
layout(location = 1) in vec3 in_Normal;
|
|
||||||
layout(location = 2) in vec4 in_Color;
|
|
||||||
layout(location = 3) in vec2 in_TexCoord0;
|
|
||||||
layout(location = 4) in vec2 in_TexCoord1;
|
|
||||||
|
|
||||||
out VertexData
|
|
||||||
{
|
|
||||||
vec3 NormalSmooth;
|
|
||||||
flat vec3 NormalFlat;
|
|
||||||
vec4 Color;
|
|
||||||
vec2 TexCoord0;
|
|
||||||
vec2 TexCoord1;
|
|
||||||
vec4 ShadowCoord;
|
|
||||||
vec4 Position;
|
|
||||||
float Distance;
|
|
||||||
} data;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
vec4 position = uni_ModelMatrix * in_VertexCoord;
|
|
||||||
vec4 eyeSpace = uni_ViewMatrix * position;
|
|
||||||
gl_Position = uni_ProjectionMatrix * eyeSpace;
|
|
||||||
|
|
||||||
vec3 normal = normalize((uni_NormalMatrix * vec4(in_Normal, 0.0f)).xyz);
|
|
||||||
|
|
||||||
data.Color = in_Color;
|
|
||||||
data.NormalSmooth = normal;
|
|
||||||
data.NormalFlat = normal;
|
|
||||||
data.TexCoord0 = in_TexCoord0;
|
|
||||||
data.TexCoord1 = in_TexCoord1;
|
|
||||||
data.ShadowCoord = uni_ShadowMatrix * position;
|
|
||||||
data.Position = position;
|
|
||||||
data.Distance = abs(eyeSpace.z);
|
|
||||||
}
|
|
Loading…
Reference in New Issue