colobot/src/graphics/opengl/shaders/fragment_shader_21_perverte...

73 lines
2.0 KiB
GLSL

/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.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
*/
#version 120
uniform sampler2D uni_PrimaryTexture;
uniform sampler2D uni_SecondaryTexture;
uniform sampler2DShadow uni_ShadowTexture;
uniform bool uni_TextureEnabled[3];
uniform bool uni_AlphaTestEnabled;
uniform float uni_AlphaReference;
uniform bool uni_FogEnabled;
uniform vec2 uni_FogRange;
uniform vec4 uni_FogColor;
uniform float uni_ShadowColor;
varying float pass_Distance;
void main()
{
vec4 color = gl_Color;
if (uni_TextureEnabled[0])
{
color = color * texture2D(uni_PrimaryTexture, gl_TexCoord[0].st);
}
if (uni_TextureEnabled[1])
{
color = color * texture2D(uni_SecondaryTexture, gl_TexCoord[1].st);
}
if (uni_TextureEnabled[2])
{
color = color * mix(uni_ShadowColor, 1.0f, shadow2D(uni_ShadowTexture, gl_TexCoord[2].xyz).x);
}
if (uni_FogEnabled)
{
float interpolate = (pass_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;
}
gl_FragColor = color;
}