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quakemapping/tb/shader/UVView.fragsh
2019-12-30 17:23:05 +01:00

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#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 bool ApplyTexture;
uniform sampler2D Texture;
uniform bool RenderGrid;
uniform vec2 GridSizes;
uniform vec4 GridColor;
uniform vec2 GridScales;
uniform mat4 GridMatrix;
uniform vec2 GridDivider;
uniform float CameraZoom;
varying vec4 modelCoordinates;
varying vec3 modelNormal;
varying vec4 faceColor;
// Returns a measure for the closeness of the given coord from the next grid line, where 1 means the coord is on a
// grid line and 0 means the coord is exactly between two adjacent grid lines.
float closeness(float coord, float gridSize) {
return abs(2.0 * fract(coord / gridSize) - 1.0);
}
float getSoftStripes(float coord, float gridDivider, float gridSize, float stripeSize) {
// size of the minor and major grids
float minorGridSize = gridSize / gridDivider;
float majorGridSize = gridSize;
// How close is the coord to the next major and minor grid lines?
float minorCloseness = closeness(coord, minorGridSize);
float majorCloseness = closeness(coord, majorGridSize);
float isMajor = step(1.0 - 1.0 / gridDivider, majorCloseness);
float outIntensity = isMajor * 0.9 + 0.65; // tweak intensities here
float edge = 2.0 * fwidth(coord) / minorGridSize;
return smoothstep(stripeSize - edge, stripeSize + edge, minorCloseness) * outIntensity;
}
void gridLinesSoft(vec2 inCoords) {
// the width of the grid lines, corrected by the texture scaling factors and the camera zoom level
vec2 lineWidths = abs(1.5 / GridScales / CameraZoom);
// the widths of each grid stripe
vec2 stripeWidths = GridSizes / GridDivider;
// ratio of the line widths and the stripe widths
vec2 stripeRatios = lineWidths / stripeWidths;
vec2 stripeSizes = 1.0 - stripeRatios;
float alpha = max(getSoftStripes(inCoords.x, GridDivider.x, GridSizes.x, stripeSizes.x),
getSoftStripes(inCoords.y, GridDivider.y, GridSizes.y, stripeSizes.y));
gl_FragColor.rgb = mix(gl_FragColor.rgb, GridColor.rgb, alpha * GridColor.a * 0.5);
}
void main() {
if (ApplyTexture)
gl_FragColor = texture2D(Texture, gl_TexCoord[0].st);
else
gl_FragColor = faceColor;
gl_FragColor = vec4(vec3(Brightness / 2.0 * gl_FragColor), gl_FragColor.a);
gl_FragColor = clamp(2.0 * gl_FragColor, 0.0, 1.0);
if (RenderGrid) {
// vec2 gridRatios = GridDivider / GridSizes;
// vec2 gridThickness = abs(1.5 / GridScales / CameraZoom);
vec4 texCoordinates = GridMatrix * modelCoordinates;
gridLinesSoft(texCoordinates.xy);
/*
float normX = abs(modelNormal.x);
float normY = abs(modelNormal.y);
float normZ = abs(modelNormal.z);
float gridThickness = GridSize < 4 ? 0.25 : 0.5;
float gridRatio = 1.0 / GridSize;
vec2 baseCoords; // coordinates used for overlay creation
if (normX > normY) {
if (normX > normZ)
baseCoords = modelCoordinates.yz;
else
baseCoords = modelCoordinates.xy;
} else if (normY > normZ) {
baseCoords = modelCoordinates.xz;
} else {
baseCoords = modelCoordinates.xy;
}
gridLinesSoft(baseCoords, gridRatio, gridThickness);
*/
}
}