File: TreeFragProg.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 (37 lines) | stat: -rw-r--r-- 1,094 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
36
37
uniform sampler2DShadow shadowTex;
uniform sampler2D       diffuseTex;

uniform vec3 groundAmbientColor;
uniform float groundShadowDensity;

uniform mat4 shadowMatrix;
uniform vec4 shadowParams;

#if (defined(TREE_NEAR_SHADOW) || defined(TREE_DIST_SHADOW))
	varying float fogFactor;
#endif

void main() {
	#if (defined(TREE_NEAR_SHADOW) || defined(TREE_DIST_SHADOW))
	vec4 vertexPos = gl_TexCoord[2];
	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, groundShadowDensity);
	#else
	float shadowCoeff = 1.0;
	#endif

	vec4 diffuseCol = texture2D(diffuseTex, gl_TexCoord[1].st);
	vec3 shadeInt = mix(groundAmbientColor.rgb, gl_Color.rgb, shadowCoeff);


	gl_FragColor.rgb = diffuseCol.rgb * shadeInt.rgb;

#if (defined(TREE_NEAR_SHADOW) || defined(TREE_DIST_SHADOW))
	gl_FragColor.rgb = mix(gl_Fog.color.rgb, gl_FragColor.rgb, fogFactor);
#endif

	gl_FragColor.a = diffuseCol.a;
}