diff options
Diffstat (limited to 'src/extras/shaders')
47 files changed, 1821 insertions, 5 deletions
diff --git a/src/extras/shaders/Makefile b/src/extras/shaders/Makefile index effb6afc..605190c9 100644 --- a/src/extras/shaders/Makefile +++ b/src/extras/shaders/Makefile @@ -1,4 +1,8 @@ -all: im2d_gl3.inc colourfilterVC_fs_gl3.inc contrast_fs_gl3.inc +all: im2d_gl3.inc simple_fs_gl3.inc default_UV2_gl3.inc \ + colourfilterVC_fs_gl3.inc contrast_fs_gl3.inc \ + neoRim_gl3.inc neoRimSkin_gl3.inc \ + neoWorldVC_fs_gl3.inc neoGloss_vs_gl3.inc neoGloss_fs_gl3.inc \ + neoVehicle_vs_gl3.inc neoVehicle_fs_gl3.inc im2d_gl3.inc: im2d.vert (echo 'const char *im2d_vert_src =';\ @@ -9,8 +13,55 @@ colourfilterVC_fs_gl3.inc: colourfilterVC.frag (echo 'const char *colourfilterVC_frag_src =';\ sed 's/..*/"&\\n"/' colourfilterVC.frag;\ echo ';') >colourfilterVC_fs_gl3.inc +simple_fs_gl3.inc: simple.frag + (echo 'const char *simple_frag_src =';\ + sed 's/..*/"&\\n"/' simple.frag;\ + echo ';') >simple_fs_gl3.inc + +default_UV2_gl3.inc: default_UV2.vert + (echo 'const char *default_UV2_vert_src =';\ + sed 's/..*/"&\\n"/' default_UV2.vert;\ + echo ';') >default_UV2_gl3.inc + + contrast_fs_gl3.inc: contrast.frag (echo 'const char *contrast_frag_src =';\ sed 's/..*/"&\\n"/' contrast.frag;\ echo ';') >contrast_fs_gl3.inc + + +neoRim_gl3.inc: neoRim.vert + (echo 'const char *neoRim_vert_src =';\ + sed 's/..*/"&\\n"/' neoRim.vert;\ + echo ';') >neoRim_gl3.inc + +neoRimSkin_gl3.inc: neoRimSkin.vert + (echo 'const char *neoRimSkin_vert_src =';\ + sed 's/..*/"&\\n"/' neoRimSkin.vert;\ + echo ';') >neoRimSkin_gl3.inc + +neoWorldVC_fs_gl3.inc: neoWorldVC.frag + (echo 'const char *neoWorldVC_frag_src =';\ + sed 's/..*/"&\\n"/' neoWorldVC.frag;\ + echo ';') >neoWorldVC_fs_gl3.inc + +neoGloss_fs_gl3.inc: neoGloss.frag + (echo 'const char *neoGloss_frag_src =';\ + sed 's/..*/"&\\n"/' neoGloss.frag;\ + echo ';') >neoGloss_fs_gl3.inc + +neoGloss_vs_gl3.inc: neoGloss.vert + (echo 'const char *neoGloss_vert_src =';\ + sed 's/..*/"&\\n"/' neoGloss.vert;\ + echo ';') >neoGloss_vs_gl3.inc + +neoVehicle_vs_gl3.inc: neoVehicle.vert + (echo 'const char *neoVehicle_vert_src =';\ + sed 's/..*/"&\\n"/' neoVehicle.vert;\ + echo ';') >neoVehicle_vs_gl3.inc + +neoVehicle_fs_gl3.inc: neoVehicle.frag + (echo 'const char *neoVehicle_frag_src =';\ + sed 's/..*/"&\\n"/' neoVehicle.frag;\ + echo ';') >neoVehicle_fs_gl3.inc diff --git a/src/extras/shaders/colourfilterVC.frag b/src/extras/shaders/colourfilterVC.frag index e19a8600..5069af52 100644 --- a/src/extras/shaders/colourfilterVC.frag +++ b/src/extras/shaders/colourfilterVC.frag @@ -11,12 +11,10 @@ void main(void) { float a = u_blurcolor.a; - vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0); vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); vec4 prev = dst; for(int i = 0; i < 5; i++){ -// vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0); vec4 tmp = dst*(1.0-a) + prev*doublec*a; tmp += prev*u_blurcolor; tmp += prev*u_blurcolor; diff --git a/src/extras/shaders/colourfilterVC_fs_gl3.inc b/src/extras/shaders/colourfilterVC_fs_gl3.inc index acb9b15c..d11cdc5a 100644 --- a/src/extras/shaders/colourfilterVC_fs_gl3.inc +++ b/src/extras/shaders/colourfilterVC_fs_gl3.inc @@ -12,12 +12,10 @@ const char *colourfilterVC_frag_src = "main(void)\n" "{\n" " float a = u_blurcolor.a;\n" - " vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);\n" " vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" " vec4 prev = dst;\n" " for(int i = 0; i < 5; i++){\n" -"// vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);\n" " vec4 tmp = dst*(1.0-a) + prev*doublec*a;\n" " tmp += prev*u_blurcolor;\n" " tmp += prev*u_blurcolor;\n" diff --git a/src/extras/shaders/default_UV2.vert b/src/extras/shaders/default_UV2.vert new file mode 100644 index 00000000..3dbad20f --- /dev/null +++ b/src/extras/shaders/default_UV2.vert @@ -0,0 +1,29 @@ +layout(location = 0) in vec3 in_pos; +layout(location = 1) in vec3 in_normal; +layout(location = 2) in vec4 in_color; +layout(location = 3) in vec2 in_tex0; +layout(location = 4) in vec2 in_tex1; + +out vec4 v_color; +out vec2 v_tex0; +out vec2 v_tex1; +out float v_fog; + +void +main(void) +{ + vec4 Vertex = u_world * vec4(in_pos, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * in_normal; + + v_tex0 = in_tex0; + v_tex1 = in_tex1; + + v_color = in_color; + v_color.rgb += u_ambLight.rgb*surfAmbient; + v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse; + v_color = clamp(v_color, 0.0, 1.0); + v_color *= u_matColor; + + v_fog = DoFog(gl_Position.w); +} diff --git a/src/extras/shaders/default_UV2_VS.cso b/src/extras/shaders/default_UV2_VS.cso Binary files differnew file mode 100644 index 00000000..5a48c663 --- /dev/null +++ b/src/extras/shaders/default_UV2_VS.cso diff --git a/src/extras/shaders/default_UV2_VS.hlsl b/src/extras/shaders/default_UV2_VS.hlsl new file mode 100644 index 00000000..e78a9907 --- /dev/null +++ b/src/extras/shaders/default_UV2_VS.hlsl @@ -0,0 +1,54 @@ +#include "standardConstants.h" + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float2 TexCoord1 : TEXCOORD1; + float4 Prelight : COLOR0; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float2 TexCoord1 : TEXCOORD1; + float4 Color : COLOR0; +}; + + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = mul(combinedMat, input.Position); + float3 Vertex = mul(worldMat, input.Position).xyz; + float3 Normal = mul(normalMat, input.Normal); + + output.TexCoord0.xy = input.TexCoord; + output.TexCoord1.xy = input.TexCoord1; + + output.Color = input.Prelight; + output.Color.rgb += ambientLight.rgb * surfAmbient; + + int i; +#ifdef DIRECTIONALS + for(i = 0; i < numDirLights; i++) + output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse; +#endif +#ifdef POINTLIGHTS + for(i = 0; i < numPointLights; i++) + output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse; +#endif +#ifdef SPOTLIGHTS + for(i = 0; i < numSpotLights; i++) + output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse; +#endif + // PS2 clamps before material color + output.Color = clamp(output.Color, 0.0, 1.0); + output.Color *= matCol; + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/extras/shaders/default_UV2_VS.inc b/src/extras/shaders/default_UV2_VS.inc new file mode 100644 index 00000000..de832107 --- /dev/null +++ b/src/extras/shaders/default_UV2_VS.inc @@ -0,0 +1,55 @@ +static unsigned char default_UV2_VS_cso[] = { + 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x45, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0xdc, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x05, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0xd5, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00, + 0x01, 0x00, 0x3e, 0x00, 0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xa0, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00, + 0xac, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xbc, 0x00, 0x00, 0x00, + 0x02, 0x00, 0x0e, 0x00, 0x01, 0x00, 0x3a, 0x00, 0x90, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0xc4, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0c, 0x00, + 0x01, 0x00, 0x32, 0x00, 0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xcb, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0d, 0x00, 0x01, 0x00, 0x36, 0x00, + 0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x61, 0x6d, 0x62, 0x69, + 0x65, 0x6e, 0x74, 0x4c, 0x69, 0x67, 0x68, 0x74, 0x00, 0xab, 0xab, 0xab, + 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6d, 0x62, 0x69, 0x6e, 0x65, 0x64, + 0x4d, 0x61, 0x74, 0x00, 0x03, 0x00, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00, + 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x6f, 0x67, 0x44, + 0x61, 0x74, 0x61, 0x00, 0x6d, 0x61, 0x74, 0x43, 0x6f, 0x6c, 0x00, 0x73, + 0x75, 0x72, 0x66, 0x50, 0x72, 0x6f, 0x70, 0x73, 0x00, 0x76, 0x73, 0x5f, + 0x32, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, + 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, + 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, + 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, + 0x33, 0x31, 0x31, 0x31, 0x00, 0xab, 0xab, 0xab, 0x51, 0x00, 0x00, 0x05, + 0x04, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3f, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02, + 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, + 0x05, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, + 0x05, 0x00, 0x01, 0x80, 0x02, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, + 0x0a, 0x00, 0x00, 0x80, 0x03, 0x00, 0x0f, 0x90, 0x01, 0x00, 0x00, 0x02, + 0x00, 0x00, 0x07, 0x80, 0x0f, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, + 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x0d, 0x00, 0x00, 0xa0, + 0x03, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80, + 0x03, 0x00, 0xff, 0x90, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0xa0, 0x0a, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x55, 0xa0, + 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0xd0, 0x00, 0x00, 0xe4, 0x80, + 0x0c, 0x00, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, + 0x00, 0x00, 0x55, 0x90, 0x01, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, + 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0x90, + 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, + 0x02, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xaa, 0x90, 0x00, 0x00, 0xe4, 0x80, + 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, 0x03, 0x00, 0xe4, 0xa0, + 0x00, 0x00, 0xff, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03, + 0x01, 0x00, 0x01, 0x80, 0x00, 0x00, 0xff, 0x80, 0x0e, 0x00, 0x55, 0xa1, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0f, 0xc0, 0x00, 0x00, 0xe4, 0x80, + 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80, + 0x0e, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, + 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xff, 0xa0, 0x0a, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80, 0x04, 0x00, 0x55, 0xa0, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, 0x01, 0x00, 0xe4, 0x90, + 0x01, 0x00, 0x00, 0x02, 0x01, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90, + 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/default_UV2_gl3.inc b/src/extras/shaders/default_UV2_gl3.inc new file mode 100644 index 00000000..14106b29 --- /dev/null +++ b/src/extras/shaders/default_UV2_gl3.inc @@ -0,0 +1,31 @@ +const char *default_UV2_vert_src = +"layout(location = 0) in vec3 in_pos;\n" +"layout(location = 1) in vec3 in_normal;\n" +"layout(location = 2) in vec4 in_color;\n" +"layout(location = 3) in vec2 in_tex0;\n" +"layout(location = 4) in vec2 in_tex1;\n" + +"out vec4 v_color;\n" +"out vec2 v_tex0;\n" +"out vec2 v_tex1;\n" +"out float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * in_normal;\n" + +" v_tex0 = in_tex0;\n" +" v_tex1 = in_tex1;\n" + +" v_color = in_color;\n" +" v_color.rgb += u_ambLight.rgb*surfAmbient;\n" +" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n" +" v_color = clamp(v_color, 0.0, 1.0);\n" +" v_color *= u_matColor;\n" + +" v_fog = DoFog(gl_Position.w);\n" +"}\n" +; diff --git a/src/extras/shaders/lighting.h b/src/extras/shaders/lighting.h new file mode 100644 index 00000000..4b081962 --- /dev/null +++ b/src/extras/shaders/lighting.h @@ -0,0 +1,44 @@ +struct Light +{ + float4 color; // and radius + float4 position; // and -cos(angle) + float4 direction; // and falloff clamp +}; + +float3 DoDirLight(Light L, float3 N) +{ + float l = max(0.0, dot(N, -L.direction.xyz)); + return l*L.color.xyz; +} + +float3 DoDirLightSpec(Light L, float3 N, float3 V, float power) +{ + return pow(saturate(dot(N, normalize(V + -L.direction.xyz))), power)*L.color.xyz; +} + +float3 DoPointLight(Light L, float3 V, float3 N) +{ + // As on PS2 + float3 dir = V - L.position.xyz; + float dist = length(dir); + float atten = max(0.0, (1.0 - dist/L.color.w)); + float l = max(0.0, dot(N, -normalize(dir))); + return l*L.color.xyz*atten; +} + +float3 DoSpotLight(Light L, float3 V, float3 N) +{ + // As on PS2 + float3 dir = V - L.position.xyz; + float dist = length(dir); + float atten = max(0.0, (1.0 - dist/L.color.w)); + dir /= dist; + float l = max(0.0, dot(N, -dir)); + float pcos = dot(dir, L.direction.xyz); // cos to point + float ccos = -L.position.w; // cos of cone + float falloff = (pcos-ccos)/(1.0-ccos); + if(falloff < 0) // outside of cone + l = 0; + l *= max(falloff, L.direction.w); // falloff clamp + return l*L.color.xyz*atten; +} diff --git a/src/extras/shaders/neoGloss.frag b/src/extras/shaders/neoGloss.frag new file mode 100644 index 00000000..14ef0e15 --- /dev/null +++ b/src/extras/shaders/neoGloss.frag @@ -0,0 +1,26 @@ +uniform sampler2D tex0; + +uniform vec4 u_reflProps; + +#define glossMult (u_reflProps.x) + +in vec3 v_normal; +in vec3 v_light; +in vec2 v_tex0; +in float v_fog; + +out vec4 color; + +void +main(void) +{ + color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); + vec3 n = 2.0*v_normal-1.0; // unpack + vec3 v = 2.0*v_light-1.0; // + + float s = dot(n, v); + color = s*s*s*s*s*s*s*s*color*v_fog*glossMult; + + DoAlphaTest(color.a); +} + diff --git a/src/extras/shaders/neoGloss.vert b/src/extras/shaders/neoGloss.vert new file mode 100644 index 00000000..78dd1b33 --- /dev/null +++ b/src/extras/shaders/neoGloss.vert @@ -0,0 +1,29 @@ +uniform vec3 u_eye; + + +layout(location = 0) in vec3 in_pos; +layout(location = 1) in vec3 in_normal; +layout(location = 2) in vec4 in_color; +layout(location = 3) in vec2 in_tex0; + +out vec3 v_normal; +out vec3 v_light; +out vec2 v_tex0; +out float v_fog; + +void +main(void) +{ + vec4 Vertex = u_world * vec4(in_pos, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * in_normal; + + v_tex0 = in_tex0; + + vec3 viewVec = normalize(u_eye - Vertex.xyz); + vec3 Light = normalize(viewVec - u_lightDirection[0].xyz); + v_normal = 0.5*(1.0 + vec3(0.0, 0.0, 1.0)); // compress + v_light = 0.5*(1.0 + Light); // + + v_fog = DoFog(gl_Position.w); +} diff --git a/src/extras/shaders/neoGloss_PS.cso b/src/extras/shaders/neoGloss_PS.cso Binary files differnew file mode 100644 index 00000000..aa88e450 --- /dev/null +++ b/src/extras/shaders/neoGloss_PS.cso diff --git a/src/extras/shaders/neoGloss_PS.hlsl b/src/extras/shaders/neoGloss_PS.hlsl new file mode 100644 index 00000000..b3c97639 --- /dev/null +++ b/src/extras/shaders/neoGloss_PS.hlsl @@ -0,0 +1,20 @@ +sampler2D tex0 : register(s0); +float glossMult : register(c1); + +struct VS_out +{ + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; + float3 Normal : COLOR0; + float3 Light : COLOR1; +}; + +float4 main(VS_out input) : COLOR +{ + float4 color = tex2D(tex0, input.TexCoord0.xy); + float3 n = 2.0*input.Normal-1.0; // unpack + float3 v = 2.0*input.Light-1.0; // + + float s = dot(n, v); + return s*s*s*s*s*s*s*s*color*input.TexCoord0.z*glossMult; +} diff --git a/src/extras/shaders/neoGloss_PS.inc b/src/extras/shaders/neoGloss_PS.inc new file mode 100644 index 00000000..97e5641d --- /dev/null +++ b/src/extras/shaders/neoGloss_PS.inc @@ -0,0 +1,39 @@ +static unsigned char neoGloss_PS_cso[] = { + 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x2d, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, + 0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0x78, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00, + 0x01, 0x00, 0x06, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x60, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, + 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0x07, 0x90, 0x1f, 0x00, 0x00, 0x02, + 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x07, 0x90, 0x1f, 0x00, 0x00, 0x02, + 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0, + 0x04, 0x00, 0x00, 0x04, 0x01, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x90, + 0x00, 0x00, 0x00, 0xa0, 0x00, 0x00, 0x55, 0xa0, 0x04, 0x00, 0x00, 0x04, + 0x02, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x90, 0x00, 0x00, 0x00, 0xa0, + 0x00, 0x00, 0x55, 0xa0, 0x08, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80, + 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, + 0x01, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0x80, + 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80, + 0x01, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80, + 0x01, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x80, + 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xaa, 0xb0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02, + 0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/neoGloss_VS.cso b/src/extras/shaders/neoGloss_VS.cso Binary files differnew file mode 100644 index 00000000..9635b8b7 --- /dev/null +++ b/src/extras/shaders/neoGloss_VS.cso diff --git a/src/extras/shaders/neoGloss_VS.hlsl b/src/extras/shaders/neoGloss_VS.hlsl new file mode 100644 index 00000000..d166171c --- /dev/null +++ b/src/extras/shaders/neoGloss_VS.hlsl @@ -0,0 +1,35 @@ +#include "standardConstants.h" + +struct VS_in +{ + float4 Position : POSITION; + float2 TexCoord : TEXCOORD0; +}; + +struct VS_out +{ + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; + float3 Normal : COLOR0; + float3 Light : COLOR1; +}; + +float3 eye : register(c41); + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = mul(combinedMat, input.Position); + float3 Vertex = mul(worldMat, input.Position).xyz; + output.TexCoord0.xy = input.TexCoord; + + float3 viewVec = normalize(eye - Vertex); + float3 Light = normalize(viewVec - lights[0].direction.xyz); + output.Normal = 0.5*(1.0 + float3(0.0, 0.0, 1.0)); // compress + output.Light = 0.5*(1.0 + Light); // + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/extras/shaders/neoGloss_VS.inc b/src/extras/shaders/neoGloss_VS.inc new file mode 100644 index 00000000..1ec03761 --- /dev/null +++ b/src/extras/shaders/neoGloss_VS.inc @@ -0,0 +1,66 @@ +static unsigned char neoGloss_VS_cso[] = { + 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x5b, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0x34, 0x01, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x05, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0x2d, 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0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, + 0x01, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xff, 0xa0, + 0x0a, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80, + 0x08, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, + 0x01, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x07, 0xd0, + 0x08, 0x00, 0xc5, 0xa0, 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/neoGloss_fs_gl3.inc b/src/extras/shaders/neoGloss_fs_gl3.inc new file mode 100644 index 00000000..736b0c5d --- /dev/null +++ b/src/extras/shaders/neoGloss_fs_gl3.inc @@ -0,0 +1,28 @@ +const char *neoGloss_frag_src = +"uniform sampler2D tex0;\n" + +"uniform vec4 u_reflProps;\n" + +"#define glossMult (u_reflProps.x)\n" + +"in vec3 v_normal;\n" +"in vec3 v_light;\n" +"in vec2 v_tex0;\n" +"in float v_fog;\n" + +"out vec4 color;\n" + +"void\n" +"main(void)\n" +"{\n" +" color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" +" vec3 n = 2.0*v_normal-1.0; // unpack\n" +" vec3 v = 2.0*v_light-1.0; //\n" + +" float s = dot(n, v);\n" +" color = s*s*s*s*s*s*s*s*color*v_fog*glossMult;\n" + +" DoAlphaTest(color.a);\n" +"}\n" + +; diff --git a/src/extras/shaders/neoGloss_vs_gl3.inc b/src/extras/shaders/neoGloss_vs_gl3.inc new file mode 100644 index 00000000..4adc9cb2 --- /dev/null +++ b/src/extras/shaders/neoGloss_vs_gl3.inc @@ -0,0 +1,31 @@ +const char *neoGloss_vert_src = +"uniform vec3 u_eye;\n" + + +"layout(location = 0) in vec3 in_pos;\n" +"layout(location = 1) in vec3 in_normal;\n" +"layout(location = 2) in vec4 in_color;\n" +"layout(location = 3) in vec2 in_tex0;\n" + +"out vec3 v_normal;\n" +"out vec3 v_light;\n" +"out vec2 v_tex0;\n" +"out float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * in_normal;\n" + +" v_tex0 = in_tex0;\n" + +" vec3 viewVec = normalize(u_eye - Vertex.xyz);\n" +" vec3 Light = normalize(viewVec - u_lightDirection[0].xyz);\n" +" v_normal = 0.5*(1.0 + vec3(0.0, 0.0, 1.0)); // compress\n" +" v_light = 0.5*(1.0 + Light); //\n" + +" v_fog = DoFog(gl_Position.w);\n" +"}\n" +; diff --git a/src/extras/shaders/neoRim.vert b/src/extras/shaders/neoRim.vert new file mode 100644 index 00000000..4a2b545f --- /dev/null +++ b/src/extras/shaders/neoRim.vert @@ -0,0 +1,37 @@ +uniform vec3 u_viewVec; +uniform vec4 u_rampStart; +uniform vec4 u_rampEnd; +uniform vec3 u_rimData; + +layout(location = 0) in vec3 in_pos; +layout(location = 1) in vec3 in_normal; +layout(location = 2) in vec4 in_color; +layout(location = 3) in vec2 in_tex0; + +out vec4 v_color; +out vec2 v_tex0; +out float v_fog; + +void +main(void) +{ + vec4 Vertex = u_world * vec4(in_pos, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * in_normal; + + v_tex0 = in_tex0; + + v_color = in_color; + v_color.rgb += u_ambLight.rgb*surfAmbient; + v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse; + + // rim light + float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec); + vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0); + v_color.rgb += rimlight.rgb; + + v_color = clamp(v_color, 0.0, 1.0); + v_color *= u_matColor; + + v_fog = DoFog(gl_Position.w); +} diff --git a/src/extras/shaders/neoRimSkin.vert b/src/extras/shaders/neoRimSkin.vert new file mode 100644 index 00000000..f16f2310 --- /dev/null +++ b/src/extras/shaders/neoRimSkin.vert @@ -0,0 +1,48 @@ +uniform mat4 u_boneMatrices[64]; + +uniform vec3 u_viewVec; +uniform vec4 u_rampStart; +uniform vec4 u_rampEnd; +uniform vec3 u_rimData; + +layout(location = 0) in vec3 in_pos; +layout(location = 1) in vec3 in_normal; +layout(location = 2) in vec4 in_color; +layout(location = 3) in vec2 in_tex0; +layout(location = 11) in vec4 in_weights; +layout(location = 12) in vec4 in_indices; + +out vec4 v_color; +out vec2 v_tex0; +out float v_fog; + +void +main(void) +{ + vec3 SkinVertex = vec3(0.0, 0.0, 0.0); + vec3 SkinNormal = vec3(0.0, 0.0, 0.0); + for(int i = 0; i < 4; i++){ + SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i]; + SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i]; + } + + vec4 Vertex = u_world * vec4(SkinVertex, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * SkinNormal; + + v_tex0 = in_tex0; + + v_color = in_color; + v_color.rgb += u_ambLight.rgb*surfAmbient; + v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse; + + // rim light + float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec); + vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0); + v_color.rgb += rimlight.rgb; + + v_color = clamp(v_color, 0.0, 1.0); + v_color *= u_matColor; + + v_fog = DoFog(gl_Position.z); +} diff --git a/src/extras/shaders/neoRimSkin_VS.cso b/src/extras/shaders/neoRimSkin_VS.cso Binary files differnew file mode 100644 index 00000000..8410504e --- /dev/null +++ b/src/extras/shaders/neoRimSkin_VS.cso diff --git a/src/extras/shaders/neoRimSkin_VS.hlsl b/src/extras/shaders/neoRimSkin_VS.hlsl new file mode 100644 index 00000000..87cc0931 --- /dev/null +++ b/src/extras/shaders/neoRimSkin_VS.hlsl @@ -0,0 +1,73 @@ +#include "standardConstants.h" + +float4x3 boneMatrices[64] : register(c41); + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float4 Prelight : COLOR0; + float4 Weights : BLENDWEIGHT; + int4 Indices : BLENDINDICES; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float4 Color : COLOR0; +}; + +float3 viewVec : register(c233); +float4 rampStart : register(c234); +float4 rampEnd : register(c235); +float3 rimData : register(c236); + +VS_out main(in VS_in input) +{ + VS_out output; + + int j; + float3 SkinVertex = float3(0.0, 0.0, 0.0); + float3 SkinNormal = float3(0.0, 0.0, 0.0); + for(j = 0; j < 4; j++){ + SkinVertex += mul(input.Position, boneMatrices[input.Indices[j]]).xyz * input.Weights[j]; + SkinNormal += mul(input.Normal, (float3x3)boneMatrices[input.Indices[j]]).xyz * input.Weights[j]; + } + + output.Position = mul(combinedMat, float4(SkinVertex, 1.0)); + float3 Vertex = mul(worldMat, float4(SkinVertex, 1.0)).xyz; + float3 Normal = mul(normalMat, SkinNormal); + + output.TexCoord0.xy = input.TexCoord; + + output.Color = input.Prelight; + output.Color.rgb += ambientLight.rgb * surfAmbient; + + int i; +//#ifdef DIRECTIONALS + for(i = 0; i < numDirLights; i++) + output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse; +//#endif +//#ifdef POINTLIGHTS +// for(i = 0; i < numPointLights; i++) +// output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse; +//#endif +//#ifdef SPOTLIGHTS +// for(i = 0; i < numSpotLights; i++) +// output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse; +//#endif + + // rim light + float f = rimData.x - rimData.y*dot(Normal, viewVec); + float4 rimlight = saturate(lerp(rampEnd, rampStart, f)*rimData.z); + output.Color.xyz += rimlight.xyz; + + // PS2 clamps before material color + output.Color = clamp(output.Color, 0.0, 1.0); + output.Color *= matCol; + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/extras/shaders/neoRimSkin_VS.inc b/src/extras/shaders/neoRimSkin_VS.inc new file mode 100644 index 00000000..ac182956 --- /dev/null +++ b/src/extras/shaders/neoRimSkin_VS.inc @@ -0,0 +1,203 @@ +static unsigned char neoRimSkin_VS_cso[] = { + 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0xb4, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0x99, 0x02, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x0e, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0x92, 0x02, 0x00, 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u_rimData;\n" + +"layout(location = 0) in vec3 in_pos;\n" +"layout(location = 1) in vec3 in_normal;\n" +"layout(location = 2) in vec4 in_color;\n" +"layout(location = 3) in vec2 in_tex0;\n" +"layout(location = 11) in vec4 in_weights;\n" +"layout(location = 12) in vec4 in_indices;\n" + +"out vec4 v_color;\n" +"out vec2 v_tex0;\n" +"out float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n" +" vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n" +" for(int i = 0; i < 4; i++){\n" +" SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n" +" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n" +" }\n" + +" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * SkinNormal;\n" + +" v_tex0 = in_tex0;\n" + +" v_color = in_color;\n" +" v_color.rgb += u_ambLight.rgb*surfAmbient;\n" +" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n" + +" // rim light\n" +" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n" +" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n" +" v_color.rgb += rimlight.rgb;\n" + +" v_color = clamp(v_color, 0.0, 1.0);\n" +" v_color *= u_matColor;\n" + +" v_fog = DoFog(gl_Position.z);\n" +"}\n" +; diff --git a/src/extras/shaders/neoRim_VS.cso b/src/extras/shaders/neoRim_VS.cso Binary files differnew file mode 100644 index 00000000..4af538b1 --- /dev/null +++ b/src/extras/shaders/neoRim_VS.cso diff --git a/src/extras/shaders/neoRim_VS.hlsl b/src/extras/shaders/neoRim_VS.hlsl new file mode 100644 index 00000000..7f95166d --- /dev/null +++ b/src/extras/shaders/neoRim_VS.hlsl @@ -0,0 +1,61 @@ +#include "standardConstants.h" + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float4 Prelight : COLOR0; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float4 Color : COLOR0; +}; + +float3 viewVec : register(c233); +float4 rampStart : register(c234); +float4 rampEnd : register(c235); +float3 rimData : register(c236); + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = mul(combinedMat, input.Position); + float3 Vertex = mul(worldMat, input.Position).xyz; + float3 Normal = mul(normalMat, input.Normal); + + output.TexCoord0.xy = input.TexCoord; + + output.Color = input.Prelight; + output.Color.rgb += ambientLight.rgb * surfAmbient; + + int i; +//#ifdef DIRECTIONALS + for(i = 0; i < numDirLights; i++) + output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse; +//#endif +//#ifdef POINTLIGHTS +// for(i = 0; i < numPointLights; i++) +// output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse; +//#endif +//#ifdef SPOTLIGHTS +// for(i = 0; i < numSpotLights; i++) +// output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse; +//#endif + + // rim light + float f = rimData.x - rimData.y*dot(Normal, viewVec); + float4 rimlight = saturate(lerp(rampEnd, rampStart, f)*rimData.z); + output.Color.xyz += rimlight.xyz; + + // PS2 clamps before material color + output.Color = clamp(output.Color, 0.0, 1.0); + output.Color *= matCol; + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/extras/shaders/neoRim_VS.inc b/src/extras/shaders/neoRim_VS.inc new file mode 100644 index 00000000..03b044a6 --- /dev/null +++ b/src/extras/shaders/neoRim_VS.inc @@ -0,0 +1,118 @@ +static unsigned char neoRim_VS_cso[] = { + 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0xa7, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0x65, 0x02, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x0d, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0x5e, 0x02, 0x00, 0x00, 0x20, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00, + 0x01, 0x00, 0x3e, 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0x80, 0x0e, 0x00, 0xff, 0xa0, 0x0a, 0x00, 0x00, 0x03, + 0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80, 0x04, 0x00, 0xaa, 0xa0, + 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90, + 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/neoRim_gl3.inc b/src/extras/shaders/neoRim_gl3.inc new file mode 100644 index 00000000..7e36e95a --- /dev/null +++ b/src/extras/shaders/neoRim_gl3.inc @@ -0,0 +1,39 @@ +const char *neoRim_vert_src = +"uniform vec3 u_viewVec;\n" +"uniform vec4 u_rampStart;\n" +"uniform vec4 u_rampEnd;\n" +"uniform vec3 u_rimData;\n" + +"layout(location = 0) in vec3 in_pos;\n" +"layout(location = 1) in vec3 in_normal;\n" +"layout(location = 2) in vec4 in_color;\n" +"layout(location = 3) in vec2 in_tex0;\n" + +"out vec4 v_color;\n" +"out vec2 v_tex0;\n" +"out float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * in_normal;\n" + +" v_tex0 = in_tex0;\n" + +" v_color = in_color;\n" +" v_color.rgb += u_ambLight.rgb*surfAmbient;\n" +" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n" + +" // rim light\n" +" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n" +" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n" +" v_color.rgb += rimlight.rgb;\n" + +" v_color = clamp(v_color, 0.0, 1.0);\n" +" v_color *= u_matColor;\n" + +" v_fog = DoFog(gl_Position.w);\n" +"}\n" +; diff --git a/src/extras/shaders/neoVehicle.frag b/src/extras/shaders/neoVehicle.frag new file mode 100644 index 00000000..96d4a632 --- /dev/null +++ b/src/extras/shaders/neoVehicle.frag @@ -0,0 +1,28 @@ +uniform sampler2D tex0; +uniform sampler2D tex1; + +in vec4 v_color; +in vec4 v_reflcolor; +in vec2 v_tex0; +in vec2 v_tex1; +in float v_fog; + +out vec4 color; + +void +main(void) +{ + vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); + vec3 envmap = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)).rgb; + pass1.rgb = mix(pass1.rgb, envmap, v_reflcolor.a); + pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog); +// pass1.rgb += v_reflcolor.rgb * v_fog; + + vec3 pass2 = v_reflcolor.rgb * v_fog; + + color.rgb = pass1.rgb*pass1.a + pass2; + color.a = pass1.a; + +// color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog); + DoAlphaTest(color.a); +} diff --git a/src/extras/shaders/neoVehicle.vert b/src/extras/shaders/neoVehicle.vert new file mode 100644 index 00000000..f2f54d6d --- /dev/null +++ b/src/extras/shaders/neoVehicle.vert @@ -0,0 +1,54 @@ +uniform vec3 u_eye; +uniform vec4 u_reflProps; +uniform vec4 u_specDir[5]; +uniform vec4 u_specColor[5]; + +#define fresnel (u_reflProps.x) +#define lightStrength (u_reflProps.y) // speclight alpha +#define shininess (u_reflProps.z) +#define specularity (u_reflProps.w) + +layout(location = 0) in vec3 in_pos; +layout(location = 1) in vec3 in_normal; +layout(location = 2) in vec4 in_color; +layout(location = 3) in vec2 in_tex0; + +out vec4 v_color; +out vec4 v_reflcolor; +out vec2 v_tex0; +out vec2 v_tex1; +out float v_fog; + +vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power) +{ + return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol; +} + +void +main(void) +{ + vec4 Vertex = u_world * vec4(in_pos, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * in_normal; + vec3 viewVec = normalize(u_eye - Vertex.xyz); + + v_tex0 = in_tex0; + + v_color = in_color; + v_color.rgb += u_ambLight.rgb*surfAmbient; + v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength; + v_color = clamp(v_color, 0.0, 1.0); + v_color *= u_matColor; + + // reflect V along Normal + vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec; + v_tex1 = uv2.xy*0.5 + 0.5; + float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0); + v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0); + v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess; + + for(int i = 0; i < 5; i++) + v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength; + + v_fog = DoFog(gl_Position.w); +} diff --git a/src/extras/shaders/neoVehicle_PS.cso b/src/extras/shaders/neoVehicle_PS.cso Binary files differnew file mode 100644 index 00000000..ded01bfb --- /dev/null +++ b/src/extras/shaders/neoVehicle_PS.cso diff --git a/src/extras/shaders/neoVehicle_PS.hlsl b/src/extras/shaders/neoVehicle_PS.hlsl new file mode 100644 index 00000000..fa030dd6 --- /dev/null +++ b/src/extras/shaders/neoVehicle_PS.hlsl @@ -0,0 +1,34 @@ +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; + float2 TexCoord1 : TEXCOORD1; + float4 Color : COLOR0; + float4 ReflColor : COLOR1; +}; + +sampler2D tex0 : register(s0); +sampler2D tex1 : register(s1); + +float4 fogColor : register(c0); + +float4 main(VS_out input) : COLOR +{ + float4 pass1 = input.Color; +//#ifdef TEX + pass1 *= tex2D(tex0, input.TexCoord0.xy); +//#endif + float3 envmap = tex2D(tex1, input.TexCoord1).rgb; + pass1.rgb = lerp(pass1.rgb, envmap, input.ReflColor.a); +// pass1.rgb = envmap; +// pass1.rgb *= input.ReflColor.a; + pass1.rgb = lerp(fogColor.rgb, pass1.rgb, input.TexCoord0.z); +// pass1.rgb += input.ReflColor.rgb * input.TexCoord0.z; + + float3 pass2 = input.ReflColor.rgb*input.TexCoord0.z; + + float4 color; + color.rgb = pass1.rgb*pass1.a + pass2; + color.a = pass1.a; + + return color; +} diff --git a/src/extras/shaders/neoVehicle_PS.inc b/src/extras/shaders/neoVehicle_PS.inc new file mode 100644 index 00000000..8b77cec2 --- /dev/null +++ b/src/extras/shaders/neoVehicle_PS.inc @@ -0,0 +1,42 @@ +static unsigned char neoVehicle_PS_cso[] = { + 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x38, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0xab, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff, + 0x03, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0xa4, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 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0x90, + 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xff, 0x90, + 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x12, 0x00, 0x00, 0x04, + 0x02, 0x00, 0x07, 0x80, 0x00, 0x00, 0xaa, 0xb0, 0x00, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x02, 0x00, 0x08, 0x80, + 0x00, 0x00, 0xaa, 0xb0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, + 0x02, 0x00, 0xff, 0x80, 0x01, 0x00, 0xe4, 0x90, 0x04, 0x00, 0x00, 0x04, + 0x01, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xff, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80, + 0x01, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/neoVehicle_VS.cso b/src/extras/shaders/neoVehicle_VS.cso Binary files differnew file mode 100644 index 00000000..6ea47987 --- /dev/null +++ b/src/extras/shaders/neoVehicle_VS.cso diff --git a/src/extras/shaders/neoVehicle_VS.hlsl b/src/extras/shaders/neoVehicle_VS.hlsl new file mode 100644 index 00000000..de75e745 --- /dev/null +++ b/src/extras/shaders/neoVehicle_VS.hlsl @@ -0,0 +1,64 @@ +#include "standardConstants.h" + +struct VS_in +{ + float4 Position : POSITION; + float3 Normal : NORMAL; + float2 TexCoord : TEXCOORD0; + float4 Prelight : COLOR0; +}; + +struct VS_out { + float4 Position : POSITION; + float3 TexCoord0 : TEXCOORD0; // also fog + float2 TexCoord1 : TEXCOORD1; + float4 Color : COLOR0; + float4 ReflColor : COLOR1; +}; + +float3 eye : register(c41); +float4 reflProps : register(c42); +Light specLights[5] : register(c43); + + +#define fresnel (reflProps.x) +#define lightStrength (reflProps.y) // speclight alpha +#define shininess (reflProps.z) +#define specularity (reflProps.w) + +VS_out main(in VS_in input) +{ + VS_out output; + + output.Position = mul(combinedMat, input.Position); + float3 Vertex = mul(worldMat, input.Position).xyz; + float3 Normal = mul(normalMat, input.Normal); + float3 viewVec = normalize(eye - Vertex); + + output.TexCoord0.xy = input.TexCoord; + + output.Color = input.Prelight; + output.Color.rgb += ambientLight.rgb * surfAmbient*lightStrength; + + int i; + for(i = 0; i < numDirLights; i++) + output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse*lightStrength; + // PS2 clamps before material color + output.Color = clamp(output.Color, 0.0, 1.0); + output.Color *= matCol; + + // reflect V along Normal + float3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec; + output.TexCoord1 = uv2.xy*0.5 + 0.5; + float b = 1.0 - saturate(dot(viewVec, Normal)); + output.ReflColor = float4(0.0, 0.0, 0.0, 1.0); + output.ReflColor.a = lerp(b*b*b*b*b, 1.0f, fresnel)*shininess; + + //Light mainLight = lights[0]; + for(i = 0; i < 5; i++) + output.ReflColor.xyz += DoDirLightSpec(specLights[i], Normal, viewVec, specLights[i].direction.w)*specularity*lightStrength; + + output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); + + return output; +} diff --git a/src/extras/shaders/neoVehicle_VS.inc b/src/extras/shaders/neoVehicle_VS.inc new file mode 100644 index 00000000..37c5858d --- /dev/null +++ b/src/extras/shaders/neoVehicle_VS.inc @@ -0,0 +1,160 @@ +static unsigned char neoVehicle_VS_cso[] = { + 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0xab, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 0x00, 0x00, 0x00, 0x76, 0x02, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff, + 0x0d, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, + 0x6f, 0x02, 0x00, 0x00, 0x20, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00, + 0x01, 0x00, 0x3e, 0x00, 0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x40, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00, + 0x4c, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x5c, 0x01, 0x00, 0x00, + 0x02, 0x00, 0x29, 0x00, 0x01, 0x00, 0xa6, 0x00, 0x60, 0x01, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x70, 0x01, 0x00, 0x00, 0x02, 0x00, 0x10, 0x00, + 0x01, 0x00, 0x42, 0x00, 0x7c, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x8c, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00, 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b/src/extras/shaders/neoVehicle_fs_gl3.inc new file mode 100644 index 00000000..c75ba717 --- /dev/null +++ b/src/extras/shaders/neoVehicle_fs_gl3.inc @@ -0,0 +1,30 @@ +const char *neoVehicle_frag_src = +"uniform sampler2D tex0;\n" +"uniform sampler2D tex1;\n" + +"in vec4 v_color;\n" +"in vec4 v_reflcolor;\n" +"in vec2 v_tex0;\n" +"in vec2 v_tex1;\n" +"in float v_fog;\n" + +"out vec4 color;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" +" vec3 envmap = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)).rgb;\n" +" pass1.rgb = mix(pass1.rgb, envmap, v_reflcolor.a);\n" +" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n" +"// pass1.rgb += v_reflcolor.rgb * v_fog;\n" + +" vec3 pass2 = v_reflcolor.rgb * v_fog;\n" + +" color.rgb = pass1.rgb*pass1.a + pass2;\n" +" color.a = pass1.a;\n" + +"// color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n" +" DoAlphaTest(color.a);\n" +"}\n" +; diff --git a/src/extras/shaders/neoVehicle_vs_gl3.inc b/src/extras/shaders/neoVehicle_vs_gl3.inc new file mode 100644 index 00000000..268180e1 --- /dev/null +++ b/src/extras/shaders/neoVehicle_vs_gl3.inc @@ -0,0 +1,56 @@ +const char *neoVehicle_vert_src = +"uniform vec3 u_eye;\n" +"uniform vec4 u_reflProps;\n" +"uniform vec4 u_specDir[5];\n" +"uniform vec4 u_specColor[5];\n" + +"#define fresnel (u_reflProps.x)\n" +"#define lightStrength (u_reflProps.y) // speclight alpha\n" +"#define shininess (u_reflProps.z)\n" +"#define specularity (u_reflProps.w)\n" + +"layout(location = 0) in vec3 in_pos;\n" +"layout(location = 1) in vec3 in_normal;\n" +"layout(location = 2) in vec4 in_color;\n" +"layout(location = 3) in vec2 in_tex0;\n" + +"out vec4 v_color;\n" +"out vec4 v_reflcolor;\n" +"out vec2 v_tex0;\n" +"out vec2 v_tex1;\n" +"out float v_fog;\n" + +"vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)\n" +"{\n" +" return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol;\n" +"}\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * in_normal;\n" +" vec3 viewVec = normalize(u_eye - Vertex.xyz);\n" + +" v_tex0 = in_tex0;\n" + +" v_color = in_color;\n" +" v_color.rgb += u_ambLight.rgb*surfAmbient;\n" +" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength;\n" +" v_color = clamp(v_color, 0.0, 1.0);\n" +" v_color *= u_matColor;\n" + +" // reflect V along Normal\n" +" vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;\n" +" v_tex1 = uv2.xy*0.5 + 0.5;\n" +" float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);\n" +" v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);\n" +" v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;\n" + +" for(int i = 0; i < 5; i++)\n" +" v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;\n" + +" v_fog = DoFog(gl_Position.w);\n" +"}\n" +; diff --git a/src/extras/shaders/neoWorldVC.frag b/src/extras/shaders/neoWorldVC.frag new file mode 100644 index 00000000..0270f305 --- /dev/null +++ b/src/extras/shaders/neoWorldVC.frag @@ -0,0 +1,25 @@ +uniform sampler2D tex0; +uniform sampler2D tex1; + +uniform vec4 u_lightMap; + +in vec4 v_color; +in vec2 v_tex0; +in vec2 v_tex1; +in float v_fog; + +out vec4 color; + +void +main(void) +{ + vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); + vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)); + + color = t0*v_color*(1 + u_lightMap*(t1-1)); + color.a = v_color.a*t0.a*u_lightMap.a; + + color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog); + DoAlphaTest(color.a); +} + diff --git a/src/extras/shaders/neoWorldVC_PS.cso b/src/extras/shaders/neoWorldVC_PS.cso Binary files differnew file mode 100644 index 00000000..5e8d1696 --- /dev/null +++ b/src/extras/shaders/neoWorldVC_PS.cso diff --git a/src/extras/shaders/neoWorldVC_PS.hlsl b/src/extras/shaders/neoWorldVC_PS.hlsl new file mode 100644 index 00000000..fc4f1de9 --- /dev/null +++ b/src/extras/shaders/neoWorldVC_PS.hlsl @@ -0,0 +1,25 @@ +sampler2D Diffuse : register(s0); +sampler2D Light : register(s1); +float4 fogColor : register(c0); +float4 lm : register(c1); + +struct PS_INPUT +{ + float4 Color : COLOR0; + float3 Tex0 : TEXCOORD0; + float2 Tex1 : TEXCOORD1; +}; + +float4 +main(PS_INPUT IN) : COLOR +{ + float4 t0 = tex2D(Diffuse, IN.Tex0.xy); + float4 t1 = tex2D(Light, IN.Tex1); + + float4 col = t0*IN.Color*(1 + lm*(t1-1)); + col.a = IN.Color.a*t0.a*lm.a; + + col.rgb = lerp(fogColor.rgb, col.rgb, IN.Tex0.z); + + return col; +} diff --git a/src/extras/shaders/neoWorldVC_PS.inc b/src/extras/shaders/neoWorldVC_PS.inc new file mode 100644 index 00000000..eb8bf2ee --- /dev/null +++ b/src/extras/shaders/neoWorldVC_PS.inc @@ -0,0 +1,46 @@ +static unsigned char neoWorldVC_PS_cso[] = { + 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x3e, 0x00, 0x43, 0x54, 0x41, 0x42, + 0x1c, 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0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, + 0x01, 0x00, 0xe4, 0xb0, 0x01, 0x08, 0xe4, 0xa0, 0x42, 0x00, 0x00, 0x03, + 0x01, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0, + 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, + 0x02, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80, + 0x02, 0x00, 0x55, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, + 0x01, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xff, 0x80, + 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xe4, 0x90, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x08, 0x80, + 0x01, 0x00, 0xff, 0x80, 0x00, 0x00, 0xff, 0x90, 0x05, 0x00, 0x00, 0x03, + 0x02, 0x00, 0x08, 0x80, 0x00, 0x00, 0xff, 0x80, 0x01, 0x00, 0xff, 0xa0, + 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0xa1, 0x04, 0x00, 0x00, 0x04, + 0x02, 0x00, 0x07, 0x80, 0x00, 0x00, 0xaa, 0xb0, 0x00, 0x00, 0xe4, 0x80, + 0x00, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80, + 0x02, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00 +}; diff --git a/src/extras/shaders/neoWorldVC_fs_gl3.inc b/src/extras/shaders/neoWorldVC_fs_gl3.inc new file mode 100644 index 00000000..c861d334 --- /dev/null +++ b/src/extras/shaders/neoWorldVC_fs_gl3.inc @@ -0,0 +1,27 @@ +const char *neoWorldVC_frag_src = +"uniform sampler2D tex0;\n" +"uniform sampler2D tex1;\n" + +"uniform vec4 u_lightMap;\n" + +"in vec4 v_color;\n" +"in vec2 v_tex0;\n" +"in vec2 v_tex1;\n" +"in float v_fog;\n" + +"out vec4 color;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" +" vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n" + +" color = t0*v_color*(1 + u_lightMap*(t1-1));\n" +" color.a = v_color.a*t0.a*u_lightMap.a;\n" + +" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n" +" DoAlphaTest(color.a);\n" +"}\n" + +; diff --git a/src/extras/shaders/simple.frag b/src/extras/shaders/simple.frag new file mode 100644 index 00000000..87157beb --- /dev/null +++ b/src/extras/shaders/simple.frag @@ -0,0 +1,16 @@ +uniform sampler2D tex0; + +in vec4 v_color; +in vec2 v_tex0; +in float v_fog; + +out vec4 color; + +void +main(void) +{ + color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); + color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog); + DoAlphaTest(color.a); +} + diff --git a/src/extras/shaders/simple_fs_gl3.inc b/src/extras/shaders/simple_fs_gl3.inc new file mode 100644 index 00000000..47d89971 --- /dev/null +++ b/src/extras/shaders/simple_fs_gl3.inc @@ -0,0 +1,18 @@ +const char *simple_frag_src = +"uniform sampler2D tex0;\n" + +"in vec4 v_color;\n" +"in vec2 v_tex0;\n" +"in float v_fog;\n" + +"out vec4 color;\n" + +"void\n" +"main(void)\n" +"{\n" +" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" +" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n" +" DoAlphaTest(color.a);\n" +"}\n" + +; diff --git a/src/extras/shaders/standardConstants.h b/src/extras/shaders/standardConstants.h new file mode 100644 index 00000000..088df7dd --- /dev/null +++ b/src/extras/shaders/standardConstants.h @@ -0,0 +1,28 @@ +float4x4 combinedMat : register(c0); +float4x4 worldMat : register(c4); +float3x3 normalMat : register(c8); +float4 matCol : register(c12); +float4 surfProps : register(c13); +float4 fogData : register(c14); +float4 ambientLight : register(c15); + +#define surfAmbient (surfProps.x) +#define surfSpecular (surfProps.y) +#define surfDiffuse (surfProps.z) + +#define fogStart (fogData.x) +#define fogEnd (fogData.y) +#define fogRange (fogData.z) +#define fogDisable (fogData.w) + +#include "lighting.h" + +int numDirLights : register(i0); +int numPointLights : register(i1); +int numSpotLights : register(i2); +int4 firstLight : register(c16); +Light lights[8] : register(c17); + +#define firstDirLight (firstLight.x) +#define firstPointLight (firstLight.y) +#define firstSpotLight (firstLight.z) |