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model.dei
299 lines (241 loc) · 11.5 KB
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model.dei
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model.skeletal {
# Shader for skeletal animation and generic per-pixel lighting:
# diffuse color, normal map, emissive map, specular intensity.
# Also supports uMapTime and a custom UV macro.
shader generic {
variable uAlphaLimit { value = 0 }
variable uAlpha { value = 1 }
variable uColor { value <1, 1, 1> }
variable uOffsetUV { value <0, 0> }
variable uSpecular { value = 1 }
variable uEmission { value = 0 }
variable uGlossiness { value = 100 }
variable uReflectionBlur { value = 10 }
variable uMapTime {}
# Mapping when used with ModelDrawable.
textureMapping <diffuse, normals, specular, emission>
include.vertex <include/tangentspace.glsl,
include/skeletal.glsl,
include/lighting.glsl>
vertex = "
uniform highp mat4 uMvpMatrix;
attribute highp vec4 aVertex;
attribute highp vec4 aColor;
attribute highp vec2 aUV;
attribute highp vec4 aBounds; // diffuse map
attribute highp vec4 aBounds2; // normal map
attribute highp vec4 aBounds3; // specular map
attribute highp vec4 aBounds4; // emission map
varying highp vec4 vColor;
varying highp vec2 vUV;
varying highp vec4 vUVBounds[4];
void main(void)
{
highp mat4 bone = vertexBoneTransform();
setTangentSpace(bone);
// Vertex position.
highp vec4 modelPos = bone * aVertex;
calculateEyeDirection(modelPos);
gl_Position = uMvpMatrix * modelPos;
vColor = aColor;
vUV = aUV;
vUVBounds[0] = aBounds;
vUVBounds[1] = aBounds2;
vUVBounds[2] = aBounds3;
vUVBounds[3] = aBounds4;
}"
defines $= {'PREDEF_TRANSFORM_UV(uv)': ''}
include.fragment <include/texture.glsl,
include/tangentspace.glsl,
include/lighting.glsl,
include/reflection.glsl,
include/fog.glsl>
fragment = "
uniform highp vec3 uColor; // diffuse color multiplier
uniform highp float uAlpha; // diffuse alpha multiplier
uniform highp float uAlphaLimit; // alpha test to discard fragments
uniform highp vec2 uOffsetUV;
uniform highp float uMapTime;
varying highp vec4 vColor;
varying highp vec2 vUV;
varying highp vec4 vUVBounds[4];
void main(void)
{
// Calculate UV at the fragment (wrapped inside the bounds).
highp vec2 wrappedUV = vUV + uOffsetUV;
PREDEF_TRANSFORM_UV(wrappedUV);
wrappedUV = fract(wrappedUV);
highp vec2 uv = mapToBounds(wrappedUV, vUVBounds[0]);
highp vec2 normalUV = mapToBounds(wrappedUV, vUVBounds[1]);
highp vec2 specularUV = mapToBounds(wrappedUV, vUVBounds[2]);
highp vec2 emissiveUV = mapToBounds(wrappedUV, vUVBounds[3]);
highp vec3 msNormal = modelSpaceNormalVector(normalUV);
highp vec4 specGloss = specularGloss(specularUV);
gl_FragColor = diffuseAndReflectedLight(
vColor * vec4(uColor, uAlpha), uv, specGloss, msNormal);
if(gl_FragColor.a < uAlphaLimit) discard;
gl_FragColor.rgb += specularLight(specGloss, msNormal);
gl_FragColor += emittedLight(emissiveUV);
applyFog();
}"
}
# Variant of the generic shader that is suitable for opaque objects
# with no transparency.
shader opaque.generic inherits model.skeletal.generic {
variable uAlphaLimit { value = 0.5 }
fragment = "
uniform highp vec3 uColor; // diffuse color multiplier
uniform highp float uAlpha;
uniform highp float uAlphaLimit; // alpha test to discard fragments
uniform highp vec2 uOffsetUV;
varying highp vec4 vColor;
varying highp vec2 vUV;
varying highp vec4 vUVBounds[4];
void main(void)
{
// Calculate UV at the fragment (wrapped inside the bounds).
highp vec2 wrappedUV = vUV + uOffsetUV;
PREDEF_TRANSFORM_UV(wrappedUV);
wrappedUV = fract(wrappedUV);
highp vec2 uv = mapToBounds(wrappedUV, vUVBounds[0]);
highp vec2 normalUV = mapToBounds(wrappedUV, vUVBounds[1]);
highp vec2 specularUV = mapToBounds(wrappedUV, vUVBounds[2]);
highp vec2 emissiveUV = mapToBounds(wrappedUV, vUVBounds[3]);
highp vec3 msNormal = modelSpaceNormalVector(normalUV);
highp vec4 specGloss = specularGloss(specularUV);
gl_FragColor = diffuseAndReflectedLight(
vColor * vec4(uColor, uAlpha), uv, specGloss, msNormal);
if(gl_FragColor.a < uAlphaLimit) discard;
gl_FragColor.rgb += specularLight(specGloss, msNormal);
gl_FragColor += emittedLight(emissiveUV);
applyFog();
}"
}
# Shader for damage/blood effects. No emissive map, and alpha
# output is either opaque or fully transparent. Alpha limit can
# be used to control how much of the effect is visible.
shader opaque.nonemissive {
variable uAlphaLimit { value = 0.5 }
variable uAlpha { value = 1.0 }
variable uColor { value <1, 1, 1> }
variable uOffsetUV { value <0, 0> }
variable uSpecular { value = 1 }
variable uGlossiness { value = 100 }
variable uReflectionBlur { value = 10 }
# Mapping when used with ModelDrawable.
textureMapping <diffuse, normals, specular>
defines $= {'PREDEF_TRANSFORM_UV(uv)': ''}
include.vertex <include/tangentspace.glsl,
include/skeletal.glsl,
include/lighting.glsl>
vertex = "
uniform highp mat4 uMvpMatrix;
attribute highp vec4 aVertex;
attribute highp vec4 aColor;
attribute highp vec2 aUV;
attribute highp vec4 aBounds; // diffuse map
attribute highp vec4 aBounds2; // normal map
attribute highp vec4 aBounds3; // specular map
varying highp vec4 vColor;
varying highp vec2 vUV;
varying highp vec4 vUVBounds[3];
void main(void)
{
highp mat4 bone = vertexBoneTransform();
setTangentSpace(bone);
// Vertex position.
highp vec4 modelPos = bone * aVertex;
calculateEyeDirection(modelPos);
gl_Position = uMvpMatrix * modelPos;
vColor = aColor;
vUV = aUV;
vUVBounds[0] = aBounds;
vUVBounds[1] = aBounds2;
vUVBounds[2] = aBounds3;
}"
include.fragment <include/texture.glsl,
include/tangentspace.glsl,
include/lighting.glsl,
include/reflection.glsl,
include/fog.glsl>
fragment = "
uniform highp float uAlphaLimit;
uniform highp float uAlpha;
uniform highp vec3 uColor; // diffuse color multiplier
uniform highp vec2 uOffsetUV;
varying highp vec4 vColor;
varying highp vec2 vUV;
varying highp vec4 vUVBounds[3];
void main(void)
{
// Calculate UV at the fragment (wrapped inside the bounds).
highp vec2 wrappedUV = vUV + uOffsetUV;
PREDEF_TRANSFORM_UV(wrappedUV);
wrappedUV = fract(wrappedUV);
highp vec2 uv = mapToBounds(wrappedUV, vUVBounds[0]);
highp vec2 normalUV = mapToBounds(wrappedUV, vUVBounds[1]);
highp vec2 specularUV = mapToBounds(wrappedUV, vUVBounds[2]);
highp vec3 msNormal = modelSpaceNormalVector(normalUV);
highp vec4 specGloss = specularGloss(specularUV);
gl_FragColor = diffuseAndReflectedLight(
vColor * vec4(uColor, uAlpha), uv, specGloss, msNormal);
if(gl_FragColor.a < uAlphaLimit) discard;
gl_FragColor.rgb += specularLight(specGloss, msNormal);
gl_FragColor.a = uAlpha;
applyFog();
}"
}
# Shader for special effects. Only uses a diffuse texture map.
# No external lighting.
shader unlit.diffuse {
variable uAlphaLimit { value = 0 }
variable uAlpha { value = 1.0 }
variable uColor { value <1, 1, 1> }
variable uOffsetUV { value <0, 0> }
variable uMapTime {}
# Mapping when used with ModelDrawable.
textureMapping <diffuse>
defines $= {'PREDEF_TRANSFORM_UV(uv)': ''}
include.vertex <include/skeletal.glsl>
vertex = "
uniform highp mat4 uMvpMatrix;
attribute highp vec4 aVertex;
attribute highp vec4 aColor;
attribute highp vec2 aUV;
attribute highp vec4 aBounds; // diffuse map
varying highp vec4 vColor;
varying highp vec2 vUV;
varying highp vec4 vUVBounds;
void main(void)
{
highp mat4 bone = vertexBoneTransform();
// Vertex position.
highp vec4 modelPos = bone * aVertex;
gl_Position = uMvpMatrix * modelPos;
vColor = aColor;
vUV = aUV;
vUVBounds = aBounds;
}"
include.fragment <include/texture.glsl>
fragment = "
uniform highp float uAlphaLimit;
uniform highp float uAlpha;
uniform highp vec3 uColor; // diffuse color multiplier
uniform highp vec2 uOffsetUV;
uniform highp float uMapTime;
varying highp vec4 vColor;
varying highp vec2 vUV;
varying highp vec4 vUVBounds;
void main(void)
{
// Calculate UV at the fragment (wrapped inside the bounds).
highp vec2 wrappedUV = vUV + uOffsetUV;
PREDEF_TRANSFORM_UV(wrappedUV);
wrappedUV = fract(wrappedUV);
highp vec2 uv = mapToBounds(wrappedUV, vUVBounds);
highp vec4 diffuse = vColor * texture2D(uTex, uv);
if(diffuse.a < uAlphaLimit) discard;
gl_FragColor = diffuse * vec4(uColor, uAlpha);
}"
}
}