[vertex] #ifdef USE_GLES_OVER_GL #define mediump #define highp #else precision mediump float; precision mediump int; #endif uniform highp mat4 projection_matrix; uniform highp mat4 modelview_matrix; uniform highp mat4 extra_matrix; attribute highp vec3 vertex; // attrib:0 attribute vec4 color_attrib; // attrib:3 attribute highp vec2 uv_attrib; // attrib:4 varying vec2 uv_interp; varying vec4 color_interp; #if defined(USE_TIME) uniform float time; #endif #ifdef USE_LIGHTING uniform highp mat4 light_matrix; uniform vec2 light_pos; varying vec4 light_uv_interp; #if defined(NORMAL_USED) varying vec4 local_rot; uniform vec2 normal_flip; #endif #endif #if defined(ENABLE_VAR1_INTERP) varying vec4 var1_interp; #endif #if defined(ENABLE_VAR2_INTERP) varying vec4 var2_interp; #endif //uniform bool snap_pixels; VERTEX_SHADER_GLOBALS void main() { color_interp = color_attrib; uv_interp = uv_attrib; highp vec4 outvec = vec4(vertex, 1.0); { vec2 src_vtx=outvec.xy; VERTEX_SHADER_CODE } #if !defined(USE_WORLD_VEC) outvec = extra_matrix * outvec; outvec = modelview_matrix * outvec; #endif #ifdef USE_PIXEL_SNAP outvec.xy=floor(outvec.xy+0.5); #endif gl_Position = projection_matrix * outvec; #ifdef USE_LIGHTING light_uv_interp.xy = (light_matrix * outvec).xy; light_uv_interp.zw = outvec.xy-light_pos; #if defined(NORMAL_USED) local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy )*normal_flip.x; local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy )*normal_flip.y; #endif #endif } [fragment] #ifdef USE_GLES_OVER_GL #define mediump #define highp #else precision mediump float; precision mediump int; #endif // texunit:0 uniform sampler2D texture; varying vec2 uv_interp; varying vec4 color_interp; #ifdef MOMO #endif #if defined(ENABLE_SCREEN_UV) uniform vec2 screen_uv_mult; #endif #if defined(ENABLE_TEXSCREEN) uniform vec2 texscreen_screen_mult; uniform vec4 texscreen_screen_clamp; uniform sampler2D texscreen_tex; #endif #if defined(ENABLE_VAR1_INTERP) varying vec4 var1_interp; #endif #if defined(ENABLE_VAR2_INTERP) varying vec4 var2_interp; #endif #if defined(USE_TIME) uniform float time; #endif #ifdef USE_MODULATE uniform vec4 modulate; #endif #ifdef USE_LIGHTING uniform sampler2D light_texture; uniform vec4 light_color; uniform float light_height; varying vec4 light_uv_interp; #if defined(NORMAL_USED) varying vec4 local_rot; #endif #ifdef USE_SHADOWS uniform sampler2D shadow_texture; uniform float shadow_attenuation; #endif #endif #if defined(USE_TEXPIXEL_SIZE) uniform vec2 texpixel_size; #endif FRAGMENT_SHADER_GLOBALS void main() { vec4 color = color_interp; #if defined(NORMAL_USED) vec3 normal = vec3(0,0,1); #endif #ifdef USE_MODULATE color*=modulate; #endif color *= texture2D( texture, uv_interp ); #if defined(ENABLE_SCREEN_UV) vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult; #endif { FRAGMENT_SHADER_CODE } #ifdef DEBUG_ENCODED_32 highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) ); color = vec4(vec3(enc32),1.0); #endif #ifdef USE_LIGHTING #if defined(NORMAL_USED) normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy; #endif float att=1.0; vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color; #ifdef USE_SHADOWS //this might not be that great on mobile? float light_dist = length(light_texture.zw); float light_angle = atan2(light_texture.x,light_texture.z) + 1.0 * 0.5; float shadow_dist = texture2D(shadow_texture,vec2(light_angle,0)); if (light_dist>shadow_dist) { light*=shadow_attenuation; } //use shadows #endif #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader { vec2 light_dir = normalize(light_uv_interp.zw); float light_distance = length(light_uv_interp.zw); LIGHT_SHADER_CODE } #else #if defined(NORMAL_USED) vec3 light_normal = normalize(vec3(light_uv_interp.zw,-light_height)); light*=max(dot(-light_normal,normal),0); #endif color*=light; /* #ifdef USE_NORMAL color.xy=local_rot.xy;//normal.xy; color.zw=vec2(0.0,1.0); #endif */ if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) { color.a=0.0; //invisible } //light shader code #endif //use lighting #endif // color.rgb*=color.a; gl_FragColor = color; }