first commit
This commit is contained in:
107
tb/shader/Face.fragsh
Normal file
107
tb/shader/Face.fragsh
Normal file
@@ -0,0 +1,107 @@
|
||||
#version 120
|
||||
|
||||
/*
|
||||
Copyright (C) 2010-2017 Kristian Duske
|
||||
|
||||
This file is part of TrenchBroom.
|
||||
|
||||
TrenchBroom is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
TrenchBroom is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with TrenchBroom. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
uniform float Brightness;
|
||||
uniform float Alpha;
|
||||
uniform bool ApplyTexture;
|
||||
uniform sampler2D Texture;
|
||||
uniform bool ApplyTinting;
|
||||
uniform vec4 TintColor;
|
||||
uniform bool GrayScale;
|
||||
uniform bool RenderGrid;
|
||||
uniform float GridSize;
|
||||
uniform float GridAlpha;
|
||||
uniform vec3 GridColor;
|
||||
uniform bool ShadeFaces;
|
||||
uniform bool ShowFog;
|
||||
|
||||
varying vec4 modelCoordinates;
|
||||
varying vec3 modelNormal;
|
||||
varying vec4 faceColor;
|
||||
varying vec3 viewVector;
|
||||
|
||||
float grid(vec3 coords, vec3 normal, float gridSize, float minGridSize, float lineWidthFactor);
|
||||
|
||||
void main() {
|
||||
if (ApplyTexture)
|
||||
gl_FragColor = texture2D(Texture, gl_TexCoord[0].st);
|
||||
else
|
||||
gl_FragColor = faceColor;
|
||||
|
||||
// Assume alpha masked or opaque.
|
||||
// TODO: Make this optional if we gain support for translucent textures
|
||||
if (gl_FragColor.a < 0.5) {
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(vec3(Brightness / 2.0 * gl_FragColor), gl_FragColor.a);
|
||||
gl_FragColor = clamp(2.0 * gl_FragColor, 0.0, 1.0);
|
||||
gl_FragColor.a = Alpha;
|
||||
|
||||
if (GrayScale) {
|
||||
float gray = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
|
||||
gl_FragColor = vec4(gray, gray, gray, gl_FragColor.a);
|
||||
}
|
||||
|
||||
if (ApplyTinting) {
|
||||
gl_FragColor = vec4(gl_FragColor.rgb * TintColor.rgb * TintColor.a, gl_FragColor.a);
|
||||
float brightnessCorrection = 1.0 / max(max(abs(TintColor.r), abs(TintColor.g)), abs(TintColor.b));
|
||||
gl_FragColor = clamp(brightnessCorrection * gl_FragColor, 0.0, 1.0);
|
||||
}
|
||||
|
||||
if (ShadeFaces) {
|
||||
// angular dimming ( can be controlled with dimStrength )
|
||||
// TODO: make view option
|
||||
float dimStrength = 0.25;
|
||||
float angleDim = dot(normalize(viewVector), normalize(modelNormal)) * dimStrength + (1.0 - dimStrength);
|
||||
|
||||
gl_FragColor.rgb *= angleDim;
|
||||
}
|
||||
|
||||
if (ShowFog) {
|
||||
float distance = length(viewVector);
|
||||
|
||||
// TODO: make view options
|
||||
vec3 fogColor = vec3(0.5, 0.5, 0.5);
|
||||
float maxFogAmount = 0.15;
|
||||
float fogBias = 0.0;
|
||||
float fogScale = 0.00075;
|
||||
float fogMinDistance = 512.0;
|
||||
|
||||
float fogFactor = max(distance - fogMinDistance, 0.0) * fogScale;
|
||||
|
||||
//gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, clamp(( gl_FragCoord.z / gl_FragCoord.w ) * fogScale + fogBias, 0.0, maxFogAmount ));
|
||||
gl_FragColor.rgb = mix(gl_FragColor.rgb, fogColor, clamp(fogFactor + fogBias, 0.0, maxFogAmount));
|
||||
}
|
||||
|
||||
if (RenderGrid && GridAlpha > 0.0) {
|
||||
vec3 coords = modelCoordinates.xyz;
|
||||
|
||||
// get the maximum distance in world space between this and the neighbouring fragments
|
||||
float maxWorldSpaceChange = max(length(dFdx(coords)), length(dFdy(coords)));
|
||||
|
||||
// apply the Nyquist theorem to get the smallest grid size that would make sense to render for this fragment
|
||||
float minGridSize = 2.0 * maxWorldSpaceChange;
|
||||
|
||||
float gridValue = grid(coords, modelNormal.xyz, GridSize, minGridSize, 1.0);
|
||||
gl_FragColor.rgb = mix(gl_FragColor.rgb, GridColor, gridValue * GridAlpha);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user