brawl-stars-assets/4.7/shader/uber.fsh
2023-12-06 20:35:00 +04:00

164 lines
No EOL
4 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
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 EMISSION_COLOR
color.rgb = texture2D(diffuseTex, v_texCoord0).rgb + u_emission.rgb;
#endif
#ifdef STENCIL
vec4 stencilColor = texture2D(stencilTex, v_texCoordStencil);
color = vec4(mix(color.rgb, stencilColor.rgb, stencilColor.a), color.a);
#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(opacity, v_texCoord0).b;
#endif
#ifdef GAMMA_CORRECT
color = vec4(pow(color.rgb, vec3(0.454545)), color.a);
#endif
gl_FragColor = color;
}
/*
uniform mat4 model;
uniform vec3 cameraPosition;
// material settings
uniform sampler2D materialTex;
uniform float materialShininess;
uniform vec3 materialSpecularColor;
uniform struct Light {
vec3 position;
vec3 intensities; //a.k.a the color of the light
float attenuation;
float ambientCoefficient;
} light;
in vec2 fragTexCoord;
in vec3 fragNormal;
in vec3 fragVert;
out vec4 finalColor;
void main() {
vec3 normal = normalize(transpose(inverse(mat3(model))) * fragNormal);
vec3 surfacePos = vec3(model * vec4(fragVert, 1));
vec4 surfaceColor = texture(materialTex, fragTexCoord);
vec3 surfaceToLight = normalize(light.position - surfacePos);
vec3 surfaceToCamera = normalize(cameraPosition - surfacePos);
//ambient
vec3 ambient = light.ambientCoefficient * surfaceColor.rgb * light.intensities;
//diffuse
float diffuseCoefficient = max(0.0, dot(normal, surfaceToLight));
vec3 diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
//specular
float specularCoefficient = 0.0;
if(diffuseCoefficient > 0.0)
specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normal))), materialShininess);
vec3 specular = specularCoefficient * materialSpecularColor * light.intensities;
//attenuation
float distanceToLight = length(light.position - surfacePos);
float attenuation = 1.0 / (1.0 + light.attenuation * pow(distanceToLight, 2));
//linear color (color before gamma correction)
vec3 linearColor = ambient + attenuation*(diffuse + specular);
//final color (after gamma correction)
vec3 gamma = vec3(1.0/2.2);
finalColor = vec4(pow(linearColor, gamma), surfaceColor.a);
}
*/