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quakemapping/tb/shader/Face.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 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);
}
}