108 lines
3.6 KiB
Plaintext
108 lines
3.6 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 float Alpha;
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uniform bool ApplyTexture;
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uniform sampler2D Texture;
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uniform bool ApplyTinting;
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uniform vec4 TintColor;
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uniform bool GrayScale;
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uniform bool RenderGrid;
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uniform float GridSize;
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uniform float GridAlpha;
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uniform vec3 GridColor;
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uniform bool ShadeFaces;
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uniform bool ShowFog;
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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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varying vec3 viewVector;
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float grid(vec3 coords, vec3 normal, float gridSize, float minGridSize, float lineWidthFactor);
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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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// Assume alpha masked or opaque.
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// TODO: Make this optional if we gain support for translucent textures
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if (gl_FragColor.a < 0.5) {
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discard;
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}
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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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gl_FragColor.a = Alpha;
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if (GrayScale) {
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float gray = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
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gl_FragColor = vec4(gray, gray, gray, gl_FragColor.a);
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}
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if (ApplyTinting) {
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gl_FragColor = vec4(gl_FragColor.rgb * TintColor.rgb * TintColor.a, gl_FragColor.a);
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float brightnessCorrection = 1.0 / max(max(abs(TintColor.r), abs(TintColor.g)), abs(TintColor.b));
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gl_FragColor = clamp(brightnessCorrection * gl_FragColor, 0.0, 1.0);
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}
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if (ShadeFaces) {
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// angular dimming ( can be controlled with dimStrength )
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// TODO: make view option
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float dimStrength = 0.25;
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float angleDim = dot(normalize(viewVector), normalize(modelNormal)) * dimStrength + (1.0 - dimStrength);
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gl_FragColor.rgb *= angleDim;
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}
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if (ShowFog) {
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float distance = length(viewVector);
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// TODO: make view options
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vec3 fogColor = vec3(0.5, 0.5, 0.5);
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float maxFogAmount = 0.15;
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float fogBias = 0.0;
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float fogScale = 0.00075;
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float fogMinDistance = 512.0;
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float fogFactor = max(distance - fogMinDistance, 0.0) * fogScale;
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//gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, clamp(( gl_FragCoord.z / gl_FragCoord.w ) * fogScale + fogBias, 0.0, maxFogAmount ));
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gl_FragColor.rgb = mix(gl_FragColor.rgb, fogColor, clamp(fogFactor + fogBias, 0.0, maxFogAmount));
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}
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if (RenderGrid && GridAlpha > 0.0) {
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vec3 coords = modelCoordinates.xyz;
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// get the maximum distance in world space between this and the neighbouring fragments
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float maxWorldSpaceChange = max(length(dFdx(coords)), length(dFdy(coords)));
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// apply the Nyquist theorem to get the smallest grid size that would make sense to render for this fragment
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float minGridSize = 2.0 * maxWorldSpaceChange;
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float gridValue = grid(coords, modelNormal.xyz, GridSize, minGridSize, 1.0);
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gl_FragColor.rgb = mix(gl_FragColor.rgb, GridColor, gridValue * GridAlpha);
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}
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}
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