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-rw-r--r--data/glsl.cfg236
1 files changed, 118 insertions, 118 deletions
diff --git a/data/glsl.cfg b/data/glsl.cfg
index e058ddd..38b19b5 100644
--- a/data/glsl.cfg
+++ b/data/glsl.cfg
@@ -11,12 +11,12 @@ lmcoordscale = (divf 1 32767)
shader 0 "null" [
attribute vec4 vvertex;
void main(void)
- {
+ {
gl_Position = vvertex;
}
] [
void main(void)
- {
+ {
gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
}
]
@@ -41,7 +41,7 @@ shader 0 "hud" [
varying vec2 texcoord0;
varying vec4 color;
void main(void)
- {
+ {
gl_Position = hudmatrix * vvertex;
texcoord0 = vtexcoord0;
color = vcolor;
@@ -51,7 +51,7 @@ shader 0 "hud" [
varying vec4 color;
uniform sampler2D tex0;
void main(void)
- {
+ {
gl_FragColor = color * texture2D(tex0, texcoord0);
}
]
@@ -61,14 +61,14 @@ shader 0 "hudnotexture" [
uniform mat4 hudmatrix;
varying vec4 color;
void main(void)
- {
+ {
gl_Position = hudmatrix * vvertex;
color = vcolor;
}
] [
varying vec4 color;
void main(void)
- {
+ {
gl_FragColor = color;
}
]
@@ -80,7 +80,7 @@ shader 0 "hudrgb" [
varying vec2 texcoord0;
varying vec4 color;
void main(void)
- {
+ {
gl_Position = hudmatrix * vvertex;
texcoord0 = vtexcoord0;
color = vcolor;
@@ -90,7 +90,7 @@ shader 0 "hudrgb" [
varying vec4 color;
uniform sampler2D tex0;
void main(void)
- {
+ {
gl_FragColor.rgb = color.rgb * texture2D(tex0, texcoord0).rgb;
gl_FragColor.a = color.a;
}
@@ -109,7 +109,7 @@ shader 0 "texture" [
varying vec2 texcoord0;
varying vec4 color;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
texcoord0 = vtexcoord0;
color = vcolor;
@@ -119,7 +119,7 @@ shader 0 "texture" [
varying vec4 color;
uniform sampler2D tex0;
void main(void)
- {
+ {
gl_FragColor = color * texture2D(tex0, texcoord0);
}
]
@@ -129,14 +129,14 @@ shader 0 "notexture" [
uniform mat4 camprojmatrix;
varying vec4 color;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vcolor;
}
] [
varying vec4 color;
void main(void)
- {
+ {
gl_FragColor = color;
}
]
@@ -147,7 +147,7 @@ shader 0 "cubemap" [
varying vec3 texcoord0;
varying vec4 color;
void main(void)
- {
+ {
gl_Position = vvertex;
texcoord0 = vtexcoord0;
color = vcolor;
@@ -157,7 +157,7 @@ shader 0 "cubemap" [
varying vec4 color;
uniform samplerCube tex0;
void main(void)
- {
+ {
gl_FragColor = color * textureCube(tex0, texcoord0);
}
]
@@ -176,7 +176,7 @@ shader 0 "fogged" [
varying vec2 texcoord0;
varying vec4 color;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
texcoord0 = vtexcoord0;
color = vcolor;
@@ -186,7 +186,7 @@ shader 0 "fogged" [
varying vec4 color;
uniform sampler2D tex0;
void main(void)
- {
+ {
gl_FragColor = color * texture2D(tex0, texcoord0);
}
]
@@ -197,14 +197,14 @@ shader 0 "foggednotexture" [
uniform mat4 camprojmatrix;
varying vec4 color;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vcolor;
}
] [
varying vec4 color;
void main(void)
- {
+ {
gl_FragColor = color;
}
]
@@ -213,14 +213,14 @@ shader 0 "fogoverlay" [
attribute vec4 vvertex, vcolor;
varying vec4 color;
void main(void)
- {
+ {
gl_Position = vvertex;
color = vcolor;
}
] [
varying vec4 color;
void main(void)
- {
+ {
gl_FragColor = color;
}
]
@@ -268,7 +268,7 @@ worldshader = [
uniform vec2 texgenscroll;
varying vec2 texcoord0, texcoord1;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
texcoord0 = vtexcoord0 + texgenscroll;
texcoord1 = vtexcoord1 * @lmcoordscale;
@@ -285,7 +285,7 @@ worldshader = [
varying vec2 texcoord0, texcoord1;
uniform sampler2D diffusemap, lightmap;
void main(void)
- {
+ {
@(? (>= (strstr $arg1 "alpha") 0) [
vec4 diffuse = texture2D(diffusemap, texcoord0);
diffuse.rgb *= diffuse.a;
@@ -317,7 +317,7 @@ glareworldshader = [
uniform vec2 texgenscroll;
varying vec2 texcoord0, texcoord1;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
texcoord0 = vtexcoord0 + texgenscroll;
texcoord1 = vtexcoord1 * @lmcoordscale;
@@ -330,7 +330,7 @@ glareworldshader = [
uniform vec4 colorparams;
varying vec2 texcoord0, texcoord1;
void main(void)
- {
+ {
@arg3
}
]
@@ -418,13 +418,13 @@ shader 0 "fogworld" [
attribute vec4 vvertex;
uniform mat4 camprojmatrix;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
}
] [
uniform vec3 fogcolor;
void main(void)
- {
+ {
gl_FragColor = vec4(fogcolor, 1.0);
}
]
@@ -433,12 +433,12 @@ shader 0 "noglareworld" [
attribute vec4 vvertex;
uniform mat4 camprojmatrix;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
}
] [
void main(void)
- {
+ {
gl_FragColor = vec4(0.0);
}
]
@@ -449,7 +449,7 @@ shader 0 "noglareblendworld" [
uniform mat4 camprojmatrix;
varying vec2 texcoord0;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
texcoord0 = vtexcoord1 * @lmcoordscale;
}
@@ -457,7 +457,7 @@ shader 0 "noglareblendworld" [
varying vec2 texcoord0;
uniform sampler2D lightmap;
void main(void)
- {
+ {
gl_FragColor.rgb = vec3(0.0);
gl_FragColor.a = texture2D(lightmap, texcoord0).a;
}
@@ -467,14 +467,14 @@ shader 0 "noglarealphaworld" [
attribute vec4 vvertex;
uniform mat4 camprojmatrix;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
}
] [
uniform vec4 colorparams;
uniform sampler2D lightmap;
void main(void)
- {
+ {
gl_FragColor.rgb = vec3(0.0);
gl_FragColor.a = colorparams.a;
}
@@ -519,14 +519,14 @@ shader 0 "depthfxworld" [
uniform vec4 depthscale, depthoffsets;
varying vec4 depthranges;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
depthranges = depthoffsets + gl_Position.w*depthscale;
}
] [
varying vec4 depthranges;
void main(void)
- {
+ {
gl_FragColor = depthranges;
}
]
@@ -537,14 +537,14 @@ shader 0 depthfxsplitworld [
uniform vec4 depthscale, depthoffsets;
varying vec4 depthranges;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
depthranges = depthoffsets + gl_Position.w*depthscale;
}
] [
varying vec4 depthranges;
void main(void)
- {
+ {
vec4 ranges = vec4(depthranges.x, fract(depthranges.yzw));
ranges.xy -= ranges.yz*vec2(0.00390625, 0.00390625);
gl_FragColor = ranges;
@@ -608,7 +608,7 @@ bumpvariantshader = [
@(if (btopt "G") [result [uniform float millis; varying float pulse;]])
@(if (btopt "r") [result [varying mat3 world;]])
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
texcoord0 = vtexcoord0 + texgenscroll;
texcoord1 = vtexcoord1 * @lmcoordscale;
@@ -652,7 +652,7 @@ bumpvariantshader = [
@(if (btopt "r") [result [uniform samplerCube envmap; varying mat3 world;]])
@(if (|| (! (btopt "i")) (btopt "s")) [result [uniform vec4 ambient;]])
void main(void)
- {
+ {
@(if (|| (! (btopt "i")) (btopt "s")) [result [
vec4 lmc = texture2D(lmcolor, texcoord1);
gl_FragColor.a = colorparams.a * lmc.a;
@@ -1011,7 +1011,7 @@ shadowmapcastervertexshader = [
uniform vec4 shadowintensity;
varying vec4 shadowmapvals;
void main(void)
- {
+ {
@(if (>= $numargs 2) [result $arg2] [result [
#define mpos vvertex
]])
@@ -1024,7 +1024,7 @@ shadowmapcastervertexshader = [
shader 0 shadowmapcaster (shadowmapcastervertexshader) [
varying vec4 shadowmapvals;
void main(void)
- {
+ {
gl_FragColor = shadowmapvals;
}
]
@@ -1038,14 +1038,14 @@ shader 0 "shadowmapreceiver" [
uniform vec2 shadowmapbias;
varying vec4 shadowmapvals;
void main(void)
- {
+ {
gl_Position = shadowmatrix * vvertex;
shadowmapvals = vec4(0.0, 0.0, shadowmapbias.y - gl_Position.z, 0.0);
}
] [
varying vec4 shadowmapvals;
void main(void)
- {
+ {
gl_FragColor = shadowmapvals;
}
]
@@ -1060,7 +1060,7 @@ notexturemodelvertexshader = [
@(if (>= $numargs 2) [result $arg1])
//:fog
void main(void)
- {
+ {
@(if (>= $numargs 2) [result $arg2] [result [
#define mpos vvertex
]])
@@ -1073,7 +1073,7 @@ notexturemodelvertexshader = [
shader 0 notexturemodel (notexturemodelvertexshader) [
varying vec4 color;
void main(void)
- {
+ {
gl_FragColor = color;
}
]
@@ -1130,7 +1130,7 @@ modelvertexshader = [
]])
]])
void main(void)
- {
+ {
@(if (mdlopt "b") [result [
@(skelanim $arg2 (mdlopt "q") (mdlopt "n"))
]] [result [
@@ -1223,7 +1223,7 @@ modelfragmentshader = [
@(if (mdlopt "n") [result [uniform sampler2D tex3;]])
@(? (mdlopt "a") [uniform float alphatest;])
void main(void)
- {
+ {
vec4 light = texture2D(tex0, texcoord0);
@(? (mdlopt "a") [
@@ -1352,7 +1352,7 @@ blurshader = [
varying vec2 texcoordp@(+ $i 2), texcoordn@(+ $i 2);
]])
void main(void)
- {
+ {
gl_Position = vvertex;
texcoord0 = vtexcoord0;
vec2 tcp = vtexcoord0, tcn = vtexcoord0;
@@ -1376,7 +1376,7 @@ blurshader = [
]])
uniform sampler2D tex0;
void main(void)
- {
+ {
#define texval(coords) texture2D(tex0, (coords))
vec4 val = texval(texcoord0) * weights[0];
@(loopconcat i $arg2 [
@@ -1420,7 +1420,7 @@ fsvs = [result [
varying vec2 texcoord0;
@arg2
void main(void)
- {
+ {
gl_Position = vvertex; // woohoo, no mvp :)
texcoord0 = vtexcoord0;
@arg1
@@ -1432,7 +1432,7 @@ fsps = [result [
varying vec2 texcoord0;
@arg2
void main(void)
- {
+ {
vec4 color = texture2D(tex0, texcoord0);
@arg1
}
@@ -1485,7 +1485,7 @@ lazyshader 0 "rotoscope" [
uniform vec4 params;
varying vec2 t11, t00, t12, t01, t20, t02, t21, t10, t22;
void main(void)
- {
+ {
gl_Position = vvertex;
t11 = vtexcoord0;
vec2 scale = postfxscale*params.x;
@@ -1502,7 +1502,7 @@ lazyshader 0 "rotoscope" [
uniform sampler2D tex0;
varying vec2 t11, t00, t12, t01, t20, t02, t21, t10, t22;
void main(void)
- {
+ {
vec4 c00 = texture2D(tex0, t00);
vec4 c01 = texture2D(tex0, t01);
vec4 c02 = texture2D(tex0, t02);
@@ -1539,7 +1539,7 @@ blur3shader = [
uniform vec2 postfxscale;
varying vec2 texcoord0, texcoord1;
void main(void)
- {
+ {
gl_Position = vvertex;
texcoord0 = vtexcoord0 + vec2(@(if $arg2 -0.5 0.0), @(if $arg3 -0.5 0.0))*postfxscale;
texcoord1 = vtexcoord0 + vec2(@(if $arg2 0.5 0.0), @(if $arg3 0.5 0.0))*postfxscale;
@@ -1548,7 +1548,7 @@ blur3shader = [
varying vec2 texcoord0, texcoord1;
uniform sampler2D tex0;
void main(void)
- {
+ {
gl_FragColor = 0.5*(texture2D(tex0, texcoord0) + texture2D(tex0, texcoord1));
}
]
@@ -1563,7 +1563,7 @@ blur5shader = [
uniform vec2 postfxscale;
varying vec2 texcoord0, texcoord1, texcoord2;
void main(void)
- {
+ {
gl_Position = vvertex;
texcoord0 = vtexcoord0;
texcoord1 = vtexcoord0 + vec2(@(? $arg2 -1.333 0.0), @(? $arg3 -1.333 0.0))*postfxscale;
@@ -1573,7 +1573,7 @@ blur5shader = [
uniform sampler2D tex0;
varying vec2 texcoord0, texcoord1, texcoord2;
void main(void)
- {
+ {
gl_FragColor = 0.4*texture2D(tex0, texcoord0) + 0.3*(texture2D(tex0, texcoord1) + texture2D(tex0, texcoord2));
}
]
@@ -1596,7 +1596,7 @@ shader 0 "screenrect" [
varying vec2 texcoord0;
varying vec4 color;
void main(void)
- {
+ {
gl_Position = vvertex;
texcoord0 = vtexcoord0;
color = vcolor;
@@ -1606,7 +1606,7 @@ shader 0 "screenrect" [
varying vec4 color;
uniform sampler2D tex0;
void main(void)
- {
+ {
gl_FragColor = color * texture2D(tex0, texcoord0);
}
]
@@ -1631,7 +1631,7 @@ bloomshader = [
@(screentexcoord 0)
varying vec2 texcoord0;
void main(void)
- {
+ {
gl_Position = vvertex;
texcoord0 = vtexcoord0;
}
@@ -1640,7 +1640,7 @@ bloomshader = [
varying vec2 texcoord0;
uniform sampler2D tex0 @@(loopconcat i $arg2 [result [, tex@(+ $i 1)]]);
void main(void)
- {
+ {
vec4 sample = texture2D(tex0, texcoord0);
@@(loopconcat i $arg2 [result [
@(? $i "bloom +=" "vec4 bloom =") texture2D(tex@(+ $i 1), texcoord0);
@@ -1694,7 +1694,7 @@ explosionshader = [
varying vec2 texcoord0, texcoord1, texcoord2;
@(if (>= (strstr $arg1 "soft") 0) [result [uniform vec4 depthfxparams; varying vec4 texcoord3; ]])
void main(void)
- {
+ {
vec4 wobble = vec4(vvertex.xyz*(1.0 + 0.5*abs(fract(dot(vvertex.xyz, center) + millis*2.0) - 0.5)), vvertex.w);
@(if (>= (strstr $arg1 "soft") 0) [result [
gl_Position = explosionmatrix * wobble;
@@ -1722,7 +1722,7 @@ explosionshader = [
@(if (>= (strstr $arg1 "soft") 0) [result [uniform vec4 depthfxparams; varying vec4 texcoord3; ]])
@(if (>= (strstr $arg1 "soft8") 0) [result [uniform vec4 depthfxselect;]])
void main(void)
- {
+ {
vec2 dtc = texcoord0 + texture2D(tex0, texcoord2).xy*0.1; // use color texture as noise to distort texcoords
vec4 diffuse = texture2D(tex0, dtc);
float blend = max(pow(clamp(1.0 - dot(texcoord1, texcoord1), 0.0, 1.0), blendparams.x), blendparams.y);
@@ -1764,14 +1764,14 @@ shader 0 "particlenotexture" [
uniform vec4 colorscale;
varying vec4 color;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vcolor * colorscale;
}
] [
varying vec4 color;
void main(void)
- {
+ {
gl_FragColor = color;
}
]
@@ -1787,7 +1787,7 @@ particleshader = [
varying vec4 color;
@(if (>= (strstr $arg1 "soft") 0) [result [uniform vec4 depthfxparams; varying vec3 texcoord1, surface; ]])
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
texcoord0 = vtexcoord0;
color = vcolor * colorscale;
@@ -1809,7 +1809,7 @@ particleshader = [
@(if (>= (strstr $arg1 "soft") 0) [result [uniform vec4 depthfxparams; varying vec3 texcoord1, surface;]])
@(if (>= (strstr $arg1 "soft8") 0) [result [uniform vec4 depthfxselect;]])
void main(void)
- {
+ {
vec4 diffuse = texture2D(tex0, texcoord0);
@(if (>= (strstr $arg1 "soft") 0) [result [
@@ -1838,7 +1838,7 @@ shader 0 "blendbrush" [
varying vec4 color;
varying vec2 texcoord0;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vcolor;
texcoord0 = vec2(dot(texgenS, vvertex), dot(texgenT, vvertex));
@@ -1848,7 +1848,7 @@ shader 0 "blendbrush" [
varying vec2 texcoord0;
uniform sampler2D tex0;
void main(void)
- {
+ {
gl_FragColor = texture2D(tex0, texcoord0).r * color;
}
]
@@ -1861,7 +1861,7 @@ lazyshader 0 "prefab" [
varying vec4 color;
void main(void)
- {
+ {
gl_Position = prefabmatrix * vvertex;
color = vcolor;
color.rgb *= dot(prefabworld * vnormal, vec3(0.0, -0.447213595, 0.894427191));
@@ -1869,7 +1869,7 @@ lazyshader 0 "prefab" [
] [
varying vec4 color;
void main(void)
- {
+ {
gl_FragColor = color;
}
]
@@ -1879,7 +1879,7 @@ lazyshader 0 "moviergb" [
@(screentexcoord 0)
varying vec2 texcoord0;
void main(void)
- {
+ {
gl_Position = vvertex;
texcoord0 = vtexcoord0;
}
@@ -1887,7 +1887,7 @@ lazyshader 0 "moviergb" [
varying vec2 texcoord0;
uniform sampler2D tex0;
void main(void)
- {
+ {
gl_FragColor = texture2D(tex0, texcoord0);
}
]
@@ -1897,7 +1897,7 @@ lazyshader 0 "movieyuv" [
@(screentexcoord 0)
varying vec2 texcoord0;
void main(void)
- {
+ {
gl_Position = vvertex;
texcoord0 = vtexcoord0;
}
@@ -1905,7 +1905,7 @@ lazyshader 0 "movieyuv" [
varying vec2 texcoord0;
uniform sampler2D tex0;
void main(void)
- {
+ {
vec3 sample = texture2D(tex0, texcoord0).rgb;
gl_FragColor = vec4(dot(sample, vec3(0.439216, -0.367788, -0.071427)) + 0.501961,
dot(sample, vec3(-0.148224, -0.290992, 0.439216)) + 0.501961,
@@ -1920,7 +1920,7 @@ lazyshader 0 "moviey" [
uniform vec2 moviescale;
varying vec2 texcoord0, texcoord1, texcoord2, texcoord3;
void main(void)
- {
+ {
gl_Position = vvertex;
texcoord0 = vtexcoord0 + vec2(-1.5, 0.0)*moviescale;
texcoord1 = vtexcoord0 + vec2(-0.5, 0.0)*moviescale;
@@ -1931,7 +1931,7 @@ lazyshader 0 "moviey" [
varying vec2 texcoord0, texcoord1, texcoord2, texcoord3;
uniform sampler2D tex0;
void main(void)
- {
+ {
vec3 sample1 = texture2D(tex0, texcoord0).rgb;
vec3 sample2 = texture2D(tex0, texcoord1).rgb;
vec3 sample3 = texture2D(tex0, texcoord2).rgb;
@@ -1949,7 +1949,7 @@ lazyshader 0 "movieu" [
uniform vec2 moviescale;
varying vec2 texcoord0, texcoord1, texcoord2, texcoord3;
void main(void)
- {
+ {
gl_Position = vvertex;
texcoord0 = vtexcoord0 + vec2(-3.0, 0.0)*moviescale;
texcoord1 = vtexcoord0 + vec2(-1.0, 0.0)*moviescale;
@@ -1960,7 +1960,7 @@ lazyshader 0 "movieu" [
varying vec2 texcoord0, texcoord1, texcoord2, texcoord3;
uniform sampler2D tex0;
void main(void)
- {
+ {
vec3 sample1 = texture2D(tex0, texcoord0).rgb;
vec3 sample2 = texture2D(tex0, texcoord1).rgb;
vec3 sample3 = texture2D(tex0, texcoord2).rgb;
@@ -1978,7 +1978,7 @@ lazyshader 0 "moviev" [
uniform vec2 moviescale;
varying vec2 texcoord0, texcoord1, texcoord2, texcoord3;
void main(void)
- {
+ {
gl_Position = vvertex;
texcoord0 = vtexcoord0 + vec2(-3.0, 0.0)*moviescale;
texcoord1 = vtexcoord0 + vec2(-1.0, 0.0)*moviescale;
@@ -1989,7 +1989,7 @@ lazyshader 0 "moviev" [
varying vec2 texcoord0, texcoord1, texcoord2, texcoord3;
uniform sampler2D tex0;
void main(void)
- {
+ {
vec3 sample1 = texture2D(tex0, texcoord0).rgb;
vec3 sample2 = texture2D(tex0, texcoord1).rgb;
vec3 sample3 = texture2D(tex0, texcoord2).rgb;
@@ -2025,7 +2025,7 @@ watershader = [
varying vec4 texcoord0;
varying vec2 texcoord1, texcoord2;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vcolor;
texcoord0 = watermatrix * vvertex;
@@ -2060,7 +2060,7 @@ watershader = [
]])
uniform sampler2D tex1, tex2, tex3;
void main(void)
- {
+ {
vec3 camvec = normalize(camdir);
@(if $specular [result [
vec3 lightvec = normalize(lightdir);
@@ -2091,12 +2091,12 @@ lazyshader 0 "waterglarefast" [
attribute vec4 vvertex;
uniform mat4 camprojmatrix;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
}
] [
void main(void)
- {
+ {
gl_FragColor = vec4(0.0);
}
]
@@ -2109,7 +2109,7 @@ lazyshader 0 "underwater" [
uniform mat4 camprojmatrix;
varying vec3 color;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vcolor;
}
@@ -2118,7 +2118,7 @@ lazyshader 0 "underwater" [
uniform vec2 depth;
varying vec3 color;
void main(void)
- {
+ {
gl_FragColor.rgb = 0.8*depth.x*color;
gl_FragColor.a = 0.5*depth.y;
}
@@ -2313,7 +2313,7 @@ causticshader = [
uniform vec3 texgenS, texgenT;
varying vec2 texcoord0;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
texcoord0 = vec2(dot(texgenS, vvertex.xyz), dot(texgenT, vvertex.xyz));
}
@@ -2323,7 +2323,7 @@ causticshader = [
varying vec2 texcoord0;
uniform sampler2D tex0, tex1;
void main(void)
- {
+ {
@arg2
}
]
@@ -2341,7 +2341,7 @@ lazyshader 0 "lava" [
uniform vec4 lavatexgen;
varying vec2 texcoord0;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vcolor;
vec2 tc = mix(vvertex.xz, vvertex.yy, abs(vnormal.xz));
@@ -2352,7 +2352,7 @@ lazyshader 0 "lava" [
varying vec4 color;
varying vec2 texcoord0;
void main(void)
- {
+ {
gl_FragColor = color * texture2D(tex0, texcoord0) * 2.0;
}
]
@@ -2366,7 +2366,7 @@ lazyshader 0 "lavaglare" [
uniform vec4 lavatexgen;
varying vec2 texcoord0;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vec4(vcolor.rgb*2.0 - 1.0, vcolor.a);
vec2 tc = mix(vvertex.xz, vvertex.yy, abs(vnormal.xz));
@@ -2377,7 +2377,7 @@ lazyshader 0 "lavaglare" [
varying vec4 color;
varying vec2 texcoord0;
void main(void)
- {
+ {
vec4 glow = texture2D(tex0, texcoord0) * color;
float k = max(glow.r, max(glow.g, glow.b));
gl_FragColor = glow*k*k*32.0;
@@ -2393,7 +2393,7 @@ lazyshader 0 "waterfall" [
uniform vec4 waterfalltexgen;
varying vec2 texcoord0;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vcolor;
vec2 tc = mix(vvertex.xz, vvertex.yy, abs(vnormal.xz));
@@ -2404,7 +2404,7 @@ lazyshader 0 "waterfall" [
varying vec4 color;
varying vec2 texcoord0;
void main(void)
- {
+ {
gl_FragColor = color * texture2D(tex0, texcoord0);
}
]
@@ -2420,7 +2420,7 @@ lazyshader 0 "waterfallrefract" [
varying vec2 texcoord0;
varying vec4 texcoord1;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vcolor;
vec2 tc = mix(vvertex.xz, vvertex.yy, abs(vnormal.xz));
@@ -2434,7 +2434,7 @@ lazyshader 0 "waterfallrefract" [
varying vec2 texcoord0;
varying vec4 texcoord1;
void main(void)
- {
+ {
vec4 diffuse = texture2D(tex0, texcoord0);
vec2 dudv = texture2D(tex2, texcoord0 + 0.2*diffuse.xy + dudvoffset).xy;
vec4 refract = texture2DProj(tex4, texcoord1 + vec4(4.0*dudv, 0.0, 0.0));
@@ -2456,7 +2456,7 @@ lazyshader 0 "waterfallenvrefract" [
varying vec3 camdir;
varying mat3 world;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vcolor;
camdir = camera - vvertex.xyz;
@@ -2476,7 +2476,7 @@ lazyshader 0 "waterfallenvrefract" [
varying vec3 camdir;
varying mat3 world;
void main(void)
- {
+ {
vec4 diffuse = texture2D(tex0, texcoord0);
vec2 dudv = texture2D(tex2, texcoord0 + 0.2*diffuse.xy + dudvoffset).xy;
vec3 normal = world * (texture2D(tex1, texcoord0 + 0.1*dudv).rgb*2.0 - 1.0);
@@ -2500,7 +2500,7 @@ lazyshader 0 "waterfallenv" [
varying vec3 color, camdir;
varying mat3 world;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vcolor;
camdir = camera - vvertex.xyz;
@@ -2517,7 +2517,7 @@ lazyshader 0 "waterfallenv" [
varying vec3 color, camdir;
varying mat3 world;
void main(void)
- {
+ {
vec4 diffuse = texture2D(tex0, texcoord0);
vec2 dudv = texture2D(tex2, texcoord0 + 0.2*diffuse.xy + dudvoffset).xy;
vec3 normal = world * (texture2D(tex1, texcoord0 + 0.1*dudv).rgb*2.0 - 1.0);
@@ -2535,7 +2535,7 @@ lazyshader 0 "glass" [
uniform vec3 camera;
varying vec3 color, rvec, camdir, normal;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vcolor;
normal = vnormal;
@@ -2547,7 +2547,7 @@ lazyshader 0 "glass" [
uniform samplerCube tex0;
varying vec3 color, rvec, camdir, normal;
void main(void)
- {
+ {
vec3 camvec = normalize(camdir);
vec3 reflect = textureCube(tex0, rvec).rgb;
@@ -2563,7 +2563,7 @@ lazyshader 0 "glassfast" [
uniform vec3 camera;
varying vec3 color, rvec;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vcolor;
vec3 camdir = camera - vvertex.xyz;
@@ -2574,7 +2574,7 @@ lazyshader 0 "glassfast" [
uniform samplerCube tex0;
varying vec3 color, rvec;
void main(void)
- {
+ {
vec3 reflect = textureCube(tex0, rvec).rgb;
const float invfresnel = 0.75;
gl_FragColor.rgb = mix(reflect, color*0.05, invfresnel);
@@ -2595,7 +2595,7 @@ lazyshader 0 "grass" [
varying vec2 texcoord0, texcoord1;
varying vec2 bounds;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vcolor;
texcoord0 = vtexcoord0;
@@ -2610,7 +2610,7 @@ lazyshader 0 "grass" [
varying vec2 bounds;
uniform sampler2D tex0, tex1;
void main(void)
- {
+ {
vec4 diffuse = texture2D(tex0, texcoord0);
diffuse.rgb *= 2.0;
vec4 lm = texture2D(tex1, texcoord1) * color;
@@ -2627,7 +2627,7 @@ shader 0 "overbrightdecal" [
varying vec4 color;
varying vec2 texcoord0;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vcolor;
texcoord0 = vtexcoord0;
@@ -2638,7 +2638,7 @@ shader 0 "overbrightdecal" [
varying vec2 texcoord0;
uniform sampler2D tex0;
void main(void)
- {
+ {
vec4 diffuse = texture2D(tex0, texcoord0);
gl_FragColor = mix(color, diffuse, color.a);
}
@@ -2652,7 +2652,7 @@ shader 0 "saturatedecal" [
varying vec4 color;
varying vec2 texcoord0;
void main(void)
- {
+ {
gl_Position = camprojmatrix * vvertex;
color = vcolor;
texcoord0 = vtexcoord0;
@@ -2662,7 +2662,7 @@ shader 0 "saturatedecal" [
varying vec2 texcoord0;
uniform sampler2D tex0;
void main(void)
- {
+ {
vec4 diffuse = texture2D(tex0, texcoord0);
diffuse.rgb *= 2.0;
gl_FragColor = diffuse * color;
@@ -2676,7 +2676,7 @@ shader 0 "skybox" [
varying vec2 texcoord0;
varying vec4 color;
void main(void)
- {
+ {
gl_Position = skymatrix * vvertex;
texcoord0 = vtexcoord0;
color = vcolor;
@@ -2686,7 +2686,7 @@ shader 0 "skybox" [
varying vec4 color;
uniform sampler2D tex0;
void main(void)
- {
+ {
gl_FragColor = color * texture2D(tex0, texcoord0);
}
]
@@ -2698,7 +2698,7 @@ shader 0 "skyboxglare" [
varying vec4 color;
varying vec2 texcoord0;
void main(void)
- {
+ {
gl_Position = skymatrix * vvertex;
color = vcolor;
texcoord0 = vtexcoord0;
@@ -2708,7 +2708,7 @@ shader 0 "skyboxglare" [
varying vec2 texcoord0;
uniform sampler2D tex0;
void main(void)
- {
+ {
vec4 glare = texture2D(tex0, texcoord0) * color;
gl_FragColor.rgb = vec3(dot(glare.rgb, vec3(10.56, 10.88, 10.56)) - 30.4);
gl_FragColor.a = glare.a;
@@ -2720,14 +2720,14 @@ shader 0 "skyfog" [
uniform mat4 skymatrix;
varying vec4 color;
void main(void)
- {
+ {
gl_Position = skymatrix * vvertex;
color = vcolor;
}
] [
varying vec4 color;
void main(void)
- {
+ {
gl_FragColor = color;
}
]
@@ -2738,7 +2738,7 @@ loop i 2 [
uniform mat4 skymatrix;
varying vec3 camvec;
void main(void)
- {
+ {
gl_Position = skymatrix * vvertex;
camvec = vvertex.xyz;
@@ -2755,7 +2755,7 @@ loop i 2 [
varying vec3 camvec;
void main(void)
- {
+ {
vec3 camdir = normalize(camvec);
float costheta = dot(camdir, sundir);