townforge/GameData/Shaders/GLSL/Potential.glsl

70 lines
1.9 KiB
GLSL

#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"
#include "Fog.glsl"
varying vec2 vTexCoord;
varying vec4 vWorldPos;
#ifdef VERTEXCOLOR
varying vec4 vColor;
#endif
uniform sampler2D sHighlightMap5;
uniform vec4 cHighlightColor;
void VS()
{
mat4 modelMatrix = iModelMatrix;
vec3 worldPos = GetWorldPos(modelMatrix);
gl_Position = GetClipPos(worldPos);
vTexCoord = GetTexCoord(iTexCoord);
vWorldPos = vec4(worldPos, GetDepth(gl_Position));
#ifdef VERTEXCOLOR
vColor = iColor;
#endif
}
void PS()
{
// Get material diffuse albedo
#ifdef DIFFMAP
vec4 diffColor = cMatDiffColor * texture2D(sDiffMap, vTexCoord);
#ifdef ALPHAMASK
if (diffColor.a < 0.5)
discard;
#endif
#else
vec4 diffColor = cMatDiffColor;
#endif
#ifdef VERTEXCOLOR
diffColor *= vColor;
#endif
// Get fog factor
#ifdef HEIGHTFOG
float fogFactor = GetHeightFogFactor(vWorldPos.w, vWorldPos.y);
#else
float fogFactor = GetFogFactor(vWorldPos.w);
#endif
#if defined(PREPASS)
// Fill light pre-pass G-Buffer
gl_FragData[0] = vec4(0.5, 0.5, 0.5, 1.0);
gl_FragData[1] = vec4(EncodeDepth(vWorldPos.w), 0.0);
#elif defined(DEFERRED)
gl_FragData[0] = vec4(GetFog(diffColor.rgb, fogFactor), diffColor.a);
gl_FragData[1] = vec4(0.0, 0.0, 0.0, 0.0);
gl_FragData[2] = vec4(0.5, 0.5, 0.5, 1.0);
gl_FragData[3] = vec4(EncodeDepth(vWorldPos.w), 0.0);
#else
gl_FragColor = vec4(GetFog(diffColor.rgb, fogFactor), diffColor.a);
#endif
float selected = texture2D(sHighlightMap5, vTexCoord).r;
gl_FragColor = gl_FragColor * (1.0 - selected / 2.0) + cHighlightColor * selected / 2.0;
}