brawl-stars-assets/6.52/shader/uber.fsh
2023-12-06 20:56:14 +04:00

121 lines
2.6 KiB
GLSL

#ifdef GL_ES
precision highp float;
#else
#define highp
#define mediump
#define lowp
#endif
varying vec2 v_texCoord0;
#ifdef LIGHTMAP
varying vec2 v_texCoordLightmap;
#endif
#ifdef STENCIL
varying vec2 v_texCoordStencil;
#endif
varying highp vec3 v_normal;
#ifdef AMBIENT
uniform mediump vec4 u_ambient;
#endif
#ifdef DIFFUSE_COLOR
uniform mediump vec4 u_diffuse;
#endif
#ifdef DIFFUSE_TEX
uniform sampler2D diffuseTex;
#endif
#ifdef STENCIL
uniform sampler2D stencilTex;
#endif
#ifdef COLORIZE_COLOR
uniform mediump vec4 u_colorize;
#endif
#ifdef COLORIZE_TEX
uniform sampler2D colorizeTex;
#endif
#ifdef SPECULAR_COLOR
uniform mediump vec4 u_specular;
#endif
#ifdef SPECULAR_TEX
uniform sampler2D specularTex;
#endif
#ifdef EMISSION_COLOR
uniform mediump vec4 u_emission;
#endif
#ifdef EMISSION_TEX
uniform sampler2D emissionTex;
#endif
#ifdef OPACITY_VALUE
uniform mediump float u_opacity;
#endif
#ifdef OPACITY_TEX
uniform sampler2D opacityTex;
#endif
#ifdef LIGHTMAP_DIFFUSE
uniform sampler2D lightmapDiffuse;
#endif
#ifdef LIGHTMAP_SPECULAR
uniform sampler2D lightmapSpecular;
#endif
#ifdef COLORTRANSFORM_MUL
uniform mediump vec4 u_colorMul;
#endif
#ifdef COLORTRANSFORM_ADD
uniform mediump vec3 u_colorAdd;
#endif
void main (void)
{
vec4 color = vec4(1.0);
#ifdef DIFFUSE_COLOR
color = u_diffuse;
#endif
#ifdef DIFFUSE_TEX
color = texture2D(diffuseTex, v_texCoord0);
#endif
#ifdef LIGHTMAP_DIFFUSE
color.rgb *= texture2D(lightmapDiffuse, v_texCoordLightmap).rgb;
#endif
#ifdef COLORIZE_COLOR
color *= u_colorize;
#endif
#ifdef COLORIZE_TEX
color *= texture2D(colorizeTex, v_texCoord0);
#endif
#ifdef AMBIENT
color.rgb += u_ambient.rgb;
#endif
#ifdef STENCIL
vec4 stencilColor = texture2D(stencilTex, v_texCoordStencil);
color = vec4(mix(color.rgb, stencilColor.rgb, stencilColor.a), color.a);
#endif
#ifdef EMISSION_COLOR
color.rgb = color.rgb + u_emission.rgb;
#endif
#ifdef EMISSION_TEX
color.rgb += texture2D(emissionTex, v_texCoord0).rgb;
#endif
#ifdef LIGHTMAP_SPECULAR
#ifdef SPECULAR_TEX
color.rgb += texture2D(lightmapSpecular, v_texCoordLightmap).rgb * texture2D(specularTex, v_texCoord0).rgb;
#else
color.rgb += texture2D(lightmapSpecular, v_texCoordLightmap).rgb * u_specular.rgb;
#endif
#endif // LIGHTMAP_SPECULAR
#ifdef OPACITY_VALUE
color.a *= u_opacity;
#endif
#ifdef OPACITY_TEX
color.a *= texture2D(opacityTex, v_texCoord0).b;
#endif
#ifdef COLORTRANSFORM_MUL
color *= u_colorMul;
#endif
#ifdef COLORTRANSFORM_ADD
color.rgb += u_colorAdd * color.a;
#endif
#ifdef GAMMA_CORRECT
color = vec4(pow(color.rgb, vec3(0.454545)), color.a);
#endif
gl_FragColor = color;
}