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