[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 highp mat4 light_local_matrix; uniform vec2 light_pos; varying vec4 light_uv_interp; varying vec4 local_rot; uniform vec2 normal_flip; #ifdef USE_SHADOWS varying highp vec2 pos; #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 =(light_local_matrix * outvec).xy; #ifdef USE_SHADOWS pos=outvec.xy; #endif 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 } [fragment] #ifdef USE_GLES_OVER_GL #define mediump #define highp #else precision mediump float; precision mediump int; #endif uniform sampler2D texture; // texunit:0 uniform sampler2D normal_texture; // texunit:0 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 vec4 light_shadow_color; uniform float light_height; varying vec4 light_uv_interp; uniform float light_outside_alpha; varying vec4 local_rot; #ifdef USE_SHADOWS uniform highp sampler2D shadow_texture; uniform float shadow_attenuation; uniform highp mat4 shadow_matrix; varying highp vec2 pos; uniform float shadowpixel_size; #ifdef SHADOW_ESM uniform float shadow_esm_multiplier; #endif #endif #endif #if defined(USE_TEXPIXEL_SIZE) uniform vec2 texpixel_size; #endif FRAGMENT_SHADER_GLOBALS void main() { vec4 color = color_interp; #ifdef USE_DISTANCE_FIELD const float smoothing = 1.0/32.0; float distance = textureLod(texture, uv_interp,0.0).a; color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a; #else color *= texture2D( texture, uv_interp ); #endif vec3 normal; normal.xy = textureLod( normal_texture, uv_interp, 0.0 ).xy * 2.0 - 1.0; normal.z = sqrt(1.0-dot(normal.xy,normal.xy)); #if defined(ENABLE_SCREEN_UV) vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult; #endif { #if defined(USE_NORMALMAP) vec3 normal_map=vec3(0.0,0.0,1.0); float normal_depth=1.0; #endif FRAGMENT_SHADER_CODE #if defined(USE_NORMALMAP) normal = mix(vec3(0.0,0.0,1.0), normal_map * vec3(2.0,-2.0,1.0) - vec3( 1.0, -1.0, 0.0 ), normal_depth ); #endif } #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_MODULATE color*=modulate; #endif #ifdef USE_LIGHTING vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy; float att=1.0; vec2 light_uv = light_uv_interp.xy; vec4 light = texture2D(light_texture,light_uv) * light_color; #if defined(USE_OUTPUT_SHADOW_COLOR) vec4 shadow_color=vec4(0.0,0.0,0.0,0.0); #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*=light_outside_alpha; //invisible } else { #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader { vec4 light_out=light*color; LIGHT_SHADER_CODE color=light_out; } #else vec3 light_normal = normalize(vec3(light_vec,-light_height)); light*=max(dot(-light_normal,normal),0.0); color*=light; /* #ifdef USE_NORMAL color.xy=local_rot.xy;//normal.xy; color.zw=vec2(0.0,1.0); #endif */ //light shader code #endif #ifdef USE_SHADOWS float angle_to_light = -atan(light_vec.x,light_vec.y); float PI = 3.14159265358979323846264; /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays float ang*/ float su,sz; float abs_angle = abs(angle_to_light); vec2 point; float sh; if (abs_angle<45.0*PI/180.0) { point = light_vec; sh=0.0+(1.0/8.0); } else if (abs_angle>135.0*PI/180.0) { point = -light_vec; sh = 0.5+(1.0/8.0); } else if (angle_to_light>0.0) { point = vec2(light_vec.y,-light_vec.x); sh = 0.25+(1.0/8.0); } else { point = vec2(-light_vec.y,light_vec.x); sh = 0.75+(1.0/8.0); } highp vec4 s = shadow_matrix * vec4(point,0.0,1.0); s.xyz/=s.w; su=s.x*0.5+0.5; sz=s.z*0.5+0.5; highp float shadow_attenuation=0.0; #ifdef USE_DEPTH_SHADOWS #define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).r) #else //#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) ) #define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) ) #endif #ifdef SHADOW_PCF5 shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))