16
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 03:09:18 +02:00
This commit is contained in:
milek7
2018-07-15 00:46:01 +02:00
parent 4566375faa
commit 794093dad4
17 changed files with 346 additions and 184 deletions

View File

@@ -0,0 +1,12 @@
#version 330
in vec2 f_coord;
uniform sampler2D tex1;
void main()
{
//gl_FragColor = texture(tex, f_coord);
//gl_FragDepth = gl_FragCoord.z;
gl_FragDepth = gl_FragCoord.z + (1.0 - texture(tex1, f_coord).a);
}

14
shaders/billboard.frag Normal file
View File

@@ -0,0 +1,14 @@
#version 330
in vec3 f_normal;
in vec2 f_coord;
uniform sampler2D tex1;
#include <common>
void main()
{
vec4 tex_color = texture(tex1, f_coord);
gl_FragColor = tex_color * param[0];
}

View File

@@ -9,5 +9,5 @@ void main()
float dist2 = abs(x * x + y * y);
if (dist2 > 0.5f * 0.5f)
discard;
gl_FragColor = param[0] * emission;
gl_FragColor = vec4(param[0].rgb * emission, 1.0f);
}

View File

@@ -87,8 +87,13 @@ float calc_dir_light(light_s light)
void main()
{
vec4 tex_color = texture(tex1, f_coord);
if (opacity == 0.0f && tex_color.a < 0.9f)
discard;
float shadow = calc_shadow();
vec3 result = ambient * 0.3 + param[0].rgb * emission;
vec3 result = ambient * 0.3 + vec3(1.0) * emission;
for (uint i = 0U; i < lights_count; i++)
{
light_s light = lights[i];
@@ -106,7 +111,6 @@ void main()
result += light.color * part;
}
vec4 tex_color = texture(tex1, f_coord);
vec3 c = apply_fog(result * tex_color.xyz);
gl_FragColor = vec4(c, tex_color.w);
}

View File

@@ -1,7 +1,7 @@
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
in vec2 f_coords;
uniform sampler2D tex1;
@@ -40,7 +40,7 @@ vec3 filmic(vec3 x)
void main()
{
vec2 texcoord = TexCoords;
vec2 texcoord = f_coords;
// float x = texcoord.x;
// texcoord.x += sin(texcoord.y * 4*2*3.14159 + 0) / 100;
// texcoord.y += sin(x * 4*2*3.14159 + 0) / 100;

View File

@@ -16,11 +16,11 @@ const vec2 uv[4] = vec2[]
vec2(1.0, 0.0)
);
out vec2 TexCoords;
out vec2 f_coords;
void main()
{
gl_Position = vec4(vert[gl_VertexID], 0.0, 1.0);
TexCoords = uv[gl_VertexID];
f_coords = uv[gl_VertexID];
}