File: GroundDecalsFragProg.glsl

package info (click to toggle)
spring 104.0%2Bdfsg-3
  • links: PTS, VCS
  • area: main
  • in suites: buster
  • size: 47,512 kB
  • sloc: cpp: 391,093; ansic: 79,943; python: 12,356; java: 12,201; awk: 5,889; sh: 1,826; xml: 655; makefile: 486; perl: 405; php: 211; objc: 194; sed: 2
file content (35 lines) | stat: -rw-r--r-- 936 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
uniform sampler2D       decalTex;
uniform sampler2D       shadeTex;
uniform sampler2DShadow shadowTex;

uniform vec4 groundAmbientColor;

uniform mat4 shadowMatrix;
uniform vec4 shadowParams;
uniform float shadowDensity;

varying vec4 vertexPos;

void main() {
	vec4 vertexShadowPos = shadowMatrix * vertexPos;
		vertexShadowPos.xy *= (inversesqrt(abs(vertexShadowPos.xy) + shadowParams.zz) + shadowParams.ww);
		vertexShadowPos.xy += shadowParams.xy;

	float shadowCoeff = mix(1.0, shadow2DProj(shadowTex, vertexShadowPos).r, shadowDensity);

	vec4 shadeInt;
	vec4 decalInt;
	vec4 shadeCol;

	#if (HAVE_SHADING_TEX == 1)
	shadeInt = texture2D(shadeTex, gl_TexCoord[1].st);
	#else
	shadeInt = vec4(1.0, 1.0, 1.0, 1.0);
	#endif

	decalInt = texture2D(decalTex, gl_TexCoord[0].st);
	shadeCol = mix(groundAmbientColor, shadeInt, shadowCoeff * shadeInt.a);

	gl_FragColor = decalInt * shadeCol;
	gl_FragColor.a = decalInt.a * gl_Color.a;
}