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54 lines
1.7 KiB
GLSL
54 lines
1.7 KiB
GLSL
#include "core.h"
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#ifdef SH_VERTEX_SHADER
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SH_BEGIN_PROGRAM
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shUniform(float4x4, world) @shAutoConstant(world, world_matrix)
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shUniform(float4x4, view) @shAutoConstant(view, view_matrix)
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shUniform(float4x4, projection) @shAutoConstant(projection, projection_matrix)
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shVertexInput(float2, uv0)
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shOutput(float2, UV)
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SH_START_PROGRAM
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{
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float4x4 viewFixed = view;
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#if !SH_GLSL
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viewFixed[0][3] = 0.0;
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viewFixed[1][3] = 0.0;
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viewFixed[2][3] = 0.0;
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#else
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viewFixed[3][0] = 0.0;
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viewFixed[3][1] = 0.0;
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viewFixed[3][2] = 0.0;
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#endif
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shOutputPosition = shMatrixMult(projection, shMatrixMult(viewFixed, shMatrixMult(world, shInputPosition)));
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UV = uv0;
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}
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#else
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SH_BEGIN_PROGRAM
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shSampler2D(diffuseMap)
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shSampler2D(alphaMap)
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shInput(float2, UV)
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shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
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shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
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shUniform(float4, atmosphereColour) @shSharedParameter(atmosphereColour)
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SH_START_PROGRAM
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{
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float4 tex = shSample(diffuseMap, UV);
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shOutputColour(0) = float4(materialEmissive.xyz, 1) * tex;
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shOutputColour(0).a = shSample(alphaMap, UV).a * materialDiffuse.a;
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shOutputColour(0).rgb += (1.0-tex.a) * shOutputColour(0).a * atmosphereColour.rgb; //fill dark side of moon with atmosphereColour
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shOutputColour(0).rgb += (1.0-materialDiffuse.a) * atmosphereColour.rgb; //fade bump
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}
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#endif
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