Renamed and moved GL33 shader files to separate directory
parent
cec942b4fd
commit
4c6f8239fa
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@ -255,9 +255,6 @@ private:
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//! Currently bound VBO
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GLuint m_currentVBO = 0;
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//! true enables per-pixel lighting
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bool m_perPixelLighting = false;
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//! Shader program for normal rendering
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GLuint m_normalProgram = 0;
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//! Shader program for interface rendering
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@ -245,44 +245,25 @@ bool CGL33Device::Create()
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m_texturesEnabled = std::vector<bool> (maxTextures, false);
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m_textureStageParams = std::vector<TextureStageParams>(maxTextures, TextureStageParams());
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int value;
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if (CConfigFile::GetInstance().GetIntProperty("Setup", "PerPixelLighting", value))
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{
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m_perPixelLighting = value > 0;
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}
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char shading[16];
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if (m_perPixelLighting)
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{
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strcpy(shading, "perpixel");
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CLogger::GetInstance().Info("Using per-pixel lighting\n");
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}
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else
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{
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strcpy(shading, "pervertex");
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CLogger::GetInstance().Info("Using per-vertex lighting\n");
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}
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// Create shader program for normal rendering
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GLint shaders[2];
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char filename[64];
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sprintf(filename, "shaders/vertex_shader_33_%s.glsl", shading);
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strcpy(filename, "shaders/gl33/vs_normal.glsl");
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shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
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if (shaders[0] == 0)
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{
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m_errorMessage = GetLastShaderError();
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GetLogger()->Error("Count not create vertex shader from file '%s'\n", filename);
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GetLogger()->Error("Cound not create vertex shader from file '%s'\n", filename);
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return false;
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}
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sprintf(filename, "shaders/fragment_shader_33_%s.glsl", shading);
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strcpy(filename, "shaders/gl33/fs_normal.glsl");
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shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
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if (shaders[1] == 0)
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{
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m_errorMessage = GetLastShaderError();
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GetLogger()->Error("Count not create fragment shader from file '%s'\n", filename);
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GetLogger()->Error("Cound not create fragment shader from file '%s'\n", filename);
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return false;
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}
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@ -290,7 +271,7 @@ bool CGL33Device::Create()
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if (m_normalProgram == 0)
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{
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m_errorMessage = GetLastShaderError();
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GetLogger()->Error("Count not link shader program for normal rendering\n");
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GetLogger()->Error("Cound not link shader program for normal rendering\n");
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return false;
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}
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@ -298,21 +279,21 @@ bool CGL33Device::Create()
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glDeleteShader(shaders[1]);
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// Create program for interface rendering
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strcpy(filename, "shaders/vertex_shader_33_interface.glsl");
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strcpy(filename, "shaders/gl33/vs_interface.glsl");
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shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
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if (shaders[0] == 0)
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{
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m_errorMessage = GetLastShaderError();
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GetLogger()->Error("Count not create vertex shader from file '%s'\n", filename);
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GetLogger()->Error("Cound not create vertex shader from file '%s'\n", filename);
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return false;
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}
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strcpy(filename, "shaders/fragment_shader_33_interface.glsl");
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strcpy(filename, "shaders/gl33/fs_interface.glsl");
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shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
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if (shaders[1] == 0)
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{
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m_errorMessage = GetLastShaderError();
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GetLogger()->Error("Count not create fragment shader from file '%s'\n", filename);
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GetLogger()->Error("Cound not create fragment shader from file '%s'\n", filename);
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return false;
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}
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@ -320,7 +301,7 @@ bool CGL33Device::Create()
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if (m_interfaceProgram == 0)
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{
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m_errorMessage = GetLastShaderError();
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GetLogger()->Error("Count not link shader program for interface rendering\n");
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GetLogger()->Error("Cound not link shader program for interface rendering\n");
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return false;
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}
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@ -328,21 +309,21 @@ bool CGL33Device::Create()
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glDeleteShader(shaders[1]);
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// Create program for shadow rendering
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strcpy(filename, "shaders/vertex_shader_33_shadow.glsl");
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strcpy(filename, "shaders/gl33/vs_shadow.glsl");
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shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
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if (shaders[0] == 0)
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{
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m_errorMessage = GetLastShaderError();
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GetLogger()->Error("Count not create vertex shader from file '%s'\n", filename);
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GetLogger()->Error("Cound not create vertex shader from file '%s'\n", filename);
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return false;
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}
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strcpy(filename, "shaders/fragment_shader_33_shadow.glsl");
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strcpy(filename, "shaders/gl33/fs_shadow.glsl");
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shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
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if (shaders[1] == 0)
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{
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m_errorMessage = GetLastShaderError();
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GetLogger()->Error("Count not create fragment shader from file '%s'\n", filename);
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GetLogger()->Error("Cound not create fragment shader from file '%s'\n", filename);
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return false;
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}
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@ -350,7 +331,7 @@ bool CGL33Device::Create()
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if (m_shadowProgram == 0)
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{
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m_errorMessage = GetLastShaderError();
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GetLogger()->Error("Count not link shader program for shadow rendering\n");
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GetLogger()->Error("Cound not link shader program for shadow rendering\n");
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return false;
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}
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@ -277,8 +277,6 @@ private:
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GLuint m_interfaceProgram = 0;
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//! Shader program for shadow rendering
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GLuint m_shadowProgram = 0;
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//! true enables per-pixel lighting
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bool m_perPixelLighting = false;
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//! Auxiliary VAO for rendering primitives with DrawPrimitive*
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GLuint m_auxiliaryVAO = 0;
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@ -1,3 +1,2 @@
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file(GLOB shaders *.glsl)
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install(FILES ${shaders} DESTINATION ${COLOBOT_INSTALL_DATA_DIR}/shaders)
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install(DIRECTORY gl21 DESTINATION ${COLOBOT_INSTALL_DATA_DIR}/shaders)
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install(DIRECTORY gl33 DESTINATION ${COLOBOT_INSTALL_DATA_DIR}/shaders)
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@ -1,154 +0,0 @@
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/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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// FRAGMENT SHADER
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#version 330
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struct LightParams
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{
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bool Enabled;
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vec4 Position;
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vec4 Ambient;
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vec4 Diffuse;
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vec4 Specular;
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float Shininess;
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vec3 Attenuation;
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};
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uniform sampler2D uni_PrimaryTexture;
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uniform sampler2D uni_SecondaryTexture;
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uniform sampler2DShadow uni_ShadowTexture;
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uniform bool uni_PrimaryTextureEnabled;
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uniform bool uni_SecondaryTextureEnabled;
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uniform bool uni_ShadowTextureEnabled;
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uniform bool uni_FogEnabled;
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uniform vec2 uni_FogRange;
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uniform vec4 uni_FogColor;
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uniform float uni_ShadowColor;
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uniform bool uni_AlphaTestEnabled;
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uniform float uni_AlphaReference;
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uniform vec4 uni_AmbientColor;
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uniform vec4 uni_DiffuseColor;
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uniform vec4 uni_SpecularColor;
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uniform bool uni_LightingEnabled;
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uniform LightParams uni_Light[8];
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uniform bool uni_SmoothShading;
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in VertexData
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{
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vec3 Normal;
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vec4 Color;
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vec2 TexCoord0;
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vec2 TexCoord1;
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vec4 ShadowCoord;
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vec4 Position;
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float Distance;
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} data;
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out vec4 out_FragColor;
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void main()
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{
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vec4 color = data.Color;
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if (uni_LightingEnabled)
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{
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vec4 ambient = vec4(0.0f);
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vec4 diffuse = vec4(0.0f);
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vec4 specular = vec4(0.0f);
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vec3 normal = (gl_FrontFacing ? data.Normal : -data.Normal);
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for(int i=0; i<8; i++)
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{
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if(uni_Light[i].Enabled)
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{
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vec3 lightDirection = vec3(0.0f);
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float atten;
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// Directional light
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if(uni_Light[i].Position[3] == 0.0f)
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{
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lightDirection = uni_Light[i].Position.xyz;
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atten = 1.0f;
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}
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// Point light
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else
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{
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vec3 lightDirection = normalize(uni_Light[i].Position.xyz - data.Position.xyz);
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float dist = distance(uni_Light[i].Position.xyz, data.Position.xyz);
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atten = 1.0f / (uni_Light[i].Attenuation.x
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+ uni_Light[i].Attenuation.y * dist
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+ uni_Light[i].Attenuation.z * dist * dist);
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}
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vec3 reflectDirection = -reflect(lightDirection, normal);
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ambient += uni_Light[i].Ambient;
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diffuse += atten * clamp(dot(normal, lightDirection), 0.0f, 1.0f) * uni_Light[i].Diffuse;
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specular += atten * clamp(pow(dot(normal, lightDirection + reflectDirection), 10.0f), 0.0f, 1.0f) * uni_Light[i].Specular;
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}
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}
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vec4 result = uni_AmbientColor * ambient
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+ uni_DiffuseColor * diffuse
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+ uni_SpecularColor * specular;
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color.rgb = min(vec3(1.0f), result.rgb);
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color.a = 1.0f; //min(1.0f, 1.0f);
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}
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if (uni_PrimaryTextureEnabled)
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{
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color = color * texture(uni_PrimaryTexture, data.TexCoord0);
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}
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if (uni_SecondaryTextureEnabled)
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{
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color = color * texture(uni_SecondaryTexture, data.TexCoord1);
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}
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if (uni_ShadowTextureEnabled)
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{
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color = color * mix(uni_ShadowColor, 1.0f, texture(uni_ShadowTexture, data.ShadowCoord.xyz));
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}
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if (uni_FogEnabled)
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{
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float interpolate = (data.Distance - uni_FogRange.x) / (uni_FogRange.y - uni_FogRange.x);
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color = mix(color, uni_FogColor, clamp(interpolate, 0.0f, 1.0f));
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}
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if (uni_AlphaTestEnabled)
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{
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if(color.a < uni_AlphaReference)
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discard;
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}
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out_FragColor = color;
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}
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@ -17,7 +17,7 @@
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* along with this program. If not, see http://gnu.org/licenses
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*/
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// FRAGMENT SHADER - INTERFACE RENDERING
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// FRAGMENT SHADER - INTERFACE MODE
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#version 330 core
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uniform sampler2D uni_Texture;
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@ -17,7 +17,7 @@
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* along with this program. If not, see http://gnu.org/licenses
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*/
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// FRAGMENT SHADER - PER-VERTEX LIGHTING
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// FRAGMENT SHADER - NORMAL MODE
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#version 330 core
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uniform sampler2D uni_PrimaryTexture;
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@ -17,7 +17,7 @@
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* along with this program. If not, see http://gnu.org/licenses
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*/
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// FRAGMENT SHADER - SHADOW RENDERING
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// FRAGMENT SHADER - SHADOW MODE
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#version 330 core
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uniform sampler2D uni_Texture;
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@ -17,7 +17,7 @@
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* along with this program. If not, see http://gnu.org/licenses
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*/
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// VERTEX SHADER - INTERFACE RENDERING
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// VERTEX SHADER - INTERFACE MODE
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#version 330 core
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uniform mat4 uni_ProjectionMatrix;
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@ -17,7 +17,7 @@
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* along with this program. If not, see http://gnu.org/licenses
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*/
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// VERTEX SHADER - PER-VERTEX LIGHTING
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// VERTEX SHADER - NORMAL MODE
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#version 330 core
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struct LightParams
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@ -17,7 +17,7 @@
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* along with this program. If not, see http://gnu.org/licenses
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*/
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// VERTEX SHADER - SHADOW RENDERING
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// VERTEX SHADER - SHADOW MODE
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#version 330 core
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uniform mat4 uni_ProjectionMatrix;
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@ -1,61 +0,0 @@
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/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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// VERTEX SHADER
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#version 330
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uniform mat4 uni_ProjectionMatrix;
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uniform mat4 uni_ViewMatrix;
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uniform mat4 uni_ModelMatrix;
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uniform mat4 uni_ShadowMatrix;
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uniform mat4 uni_NormalMatrix;
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layout(location = 0) in vec4 in_VertexCoord;
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layout(location = 1) in vec3 in_Normal;
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layout(location = 2) in vec4 in_Color;
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layout(location = 3) in vec2 in_TexCoord0;
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layout(location = 4) in vec2 in_TexCoord1;
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out VertexData
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{
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vec3 Normal;
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vec4 Color;
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vec2 TexCoord0;
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vec2 TexCoord1;
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vec4 ShadowCoord;
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vec4 Position;
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float Distance;
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} data;
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void main()
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{
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vec4 position = uni_ModelMatrix * in_VertexCoord;
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vec4 eyeSpace = uni_ViewMatrix * position;
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gl_Position = uni_ProjectionMatrix * eyeSpace;
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vec3 normal = normalize((uni_NormalMatrix * vec4(in_Normal, 0.0f)).xyz);
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data.Color = in_Color;
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data.Normal = normal;
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data.TexCoord0 = in_TexCoord0;
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data.TexCoord1 = in_TexCoord1;
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data.ShadowCoord = uni_ShadowMatrix * position;
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data.Position = position;
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data.Distance = abs(eyeSpace.z);
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}
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