const char *matfx_env_vert_src = "uniform mat4 u_texMatrix;\n" "attribute vec3 in_pos;\n" "attribute vec3 in_normal;\n" "attribute vec4 in_color;\n" "attribute vec2 in_tex0;\n" "varying vec4 v_color;\n" "varying vec2 v_tex0;\n" "varying vec2 v_tex1;\n" "varying float v_fog;\n" "void\n" "main(void)\n" "{\n" " vec4 V = u_world * vec4(in_pos, 1.0);\n" " gl_Position = u_proj * u_view * V;\n" " vec3 N = mat3(u_world) * in_normal;\n" " v_tex0 = in_tex0;\n" " v_tex1 = (u_texMatrix * vec4(N, 1.0)).xy;\n" " v_color = in_color;\n" " v_color.rgb += u_ambLight.rgb*surfAmbient;\n" "#ifdef DIRECTIONALS\n" " for(int i = 0; i < MAX_LIGHTS; i++){\n" " if(u_directLights[i].enabled == 0.0)\n" " break;\n" " v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;\n" " }\n" "#endif\n" "#ifdef POINTLIGHTS\n" " for(int i = 0; i < MAX_LIGHTS; i++){\n" " if(u_pointLights[i].enabled == 0.0)\n" " break;\n" " v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;\n" " }\n" "#endif\n" "#ifdef SPOTLIGHTS\n" " for(int i = 0; i < MAX_LIGHTS; i++){\n" " if(u_spotLights[i].enabled == 0.0)\n" " break;\n" " v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;\n" " }\n" "#endif\n" " v_color = clamp(v_color, 0.0f, 1.0);\n" " v_color *= u_matColor;\n" " v_fog = DoFog(gl_Position.w);\n" "}\n" ; const char *matfx_env_frag_src = "uniform vec2 u_alphaRef;\n" "uniform float u_fogStart;\n" "uniform float u_fogEnd;\n" "uniform float u_fogRange;\n" "uniform float u_fogDisable;\n" "uniform vec4 u_fogColor;\n" "uniform sampler2D tex0;\n" "uniform sampler2D tex1;\n" "uniform float u_coefficient;\n" "uniform vec4 u_colorClamp;\n" "varying vec4 v_color;\n" "varying vec2 v_tex0;\n" "varying vec2 v_tex1;\n" "varying float v_fog;\n" "void\n" "main(void)\n" "{\n" " vec4 color;\n" " vec4 pass1 = v_color;\n" " vec4 envColor = pass1; // TODO: colorClamp\n" " pass1 *= texture2D(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" " vec4 pass2 = envColor*u_coefficient*texture2D(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n" " pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n" " pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n" " color.rgb = pass1.rgb*pass1.a + pass2.rgb;\n" " color.a = pass1.a;\n" " if(color.a < u_alphaRef.x || color.a >= u_alphaRef.y)\n" " discard;\n" "/*\n" " switch(u_alphaTest){\n" " default:\n" " case 0: break;\n" " case 1:\n" " if(color.a < u_alphaRef)\n" " discard;\n" " break;\n" " case 2:\n" " if(color.a >= u_alphaRef)\n" " discard;\n" " break;\n" " }\n" "*/\n" " gl_FragColor = color;\n" "}\n" ;