113 lines
3.8 KiB
Plaintext
113 lines
3.8 KiB
Plaintext
#version 120
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/*
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Copyright (C) 2010-2017 Kristian Duske
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This file is part of TrenchBroom.
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TrenchBroom is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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TrenchBroom is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with TrenchBroom. If not, see <http://www.gnu.org/licenses/>.
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*/
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uniform float Brightness;
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uniform bool ApplyTexture;
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uniform sampler2D Texture;
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uniform bool RenderGrid;
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uniform vec2 GridSizes;
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uniform vec4 GridColor;
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uniform vec2 GridScales;
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uniform mat4 GridMatrix;
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uniform vec2 GridDivider;
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uniform float CameraZoom;
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varying vec4 modelCoordinates;
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varying vec3 modelNormal;
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varying vec4 faceColor;
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// Returns a measure for the closeness of the given coord from the next grid line, where 1 means the coord is on a
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// grid line and 0 means the coord is exactly between two adjacent grid lines.
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float closeness(float coord, float gridSize) {
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return abs(2.0 * fract(coord / gridSize) - 1.0);
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}
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float getSoftStripes(float coord, float gridDivider, float gridSize, float stripeSize) {
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// size of the minor and major grids
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float minorGridSize = gridSize / gridDivider;
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float majorGridSize = gridSize;
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// How close is the coord to the next major and minor grid lines?
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float minorCloseness = closeness(coord, minorGridSize);
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float majorCloseness = closeness(coord, majorGridSize);
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float isMajor = step(1.0 - 1.0 / gridDivider, majorCloseness);
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float outIntensity = isMajor * 0.9 + 0.65; // tweak intensities here
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float edge = 2.0 * fwidth(coord) / minorGridSize;
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return smoothstep(stripeSize - edge, stripeSize + edge, minorCloseness) * outIntensity;
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}
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void gridLinesSoft(vec2 inCoords) {
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// the width of the grid lines, corrected by the texture scaling factors and the camera zoom level
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vec2 lineWidths = abs(1.5 / GridScales / CameraZoom);
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// the widths of each grid stripe
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vec2 stripeWidths = GridSizes / GridDivider;
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// ratio of the line widths and the stripe widths
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vec2 stripeRatios = lineWidths / stripeWidths;
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vec2 stripeSizes = 1.0 - stripeRatios;
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float alpha = max(getSoftStripes(inCoords.x, GridDivider.x, GridSizes.x, stripeSizes.x),
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getSoftStripes(inCoords.y, GridDivider.y, GridSizes.y, stripeSizes.y));
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gl_FragColor.rgb = mix(gl_FragColor.rgb, GridColor.rgb, alpha * GridColor.a * 0.5);
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}
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void main() {
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if (ApplyTexture)
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gl_FragColor = texture2D(Texture, gl_TexCoord[0].st);
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else
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gl_FragColor = faceColor;
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gl_FragColor = vec4(vec3(Brightness / 2.0 * gl_FragColor), gl_FragColor.a);
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gl_FragColor = clamp(2.0 * gl_FragColor, 0.0, 1.0);
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if (RenderGrid) {
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// vec2 gridRatios = GridDivider / GridSizes;
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// vec2 gridThickness = abs(1.5 / GridScales / CameraZoom);
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vec4 texCoordinates = GridMatrix * modelCoordinates;
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gridLinesSoft(texCoordinates.xy);
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/*
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float normX = abs(modelNormal.x);
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float normY = abs(modelNormal.y);
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float normZ = abs(modelNormal.z);
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float gridThickness = GridSize < 4 ? 0.25 : 0.5;
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float gridRatio = 1.0 / GridSize;
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vec2 baseCoords; // coordinates used for overlay creation
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if (normX > normY) {
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if (normX > normZ)
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baseCoords = modelCoordinates.yz;
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else
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baseCoords = modelCoordinates.xy;
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} else if (normY > normZ) {
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baseCoords = modelCoordinates.xz;
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} else {
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baseCoords = modelCoordinates.xy;
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}
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gridLinesSoft(baseCoords, gridRatio, gridThickness);
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*/
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}
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} |