forked from OctaForge/OctaCore
170 lines
3.9 KiB
INI
170 lines
3.9 KiB
INI
///////////////////////////////////////////////////
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//
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// used for rendering to the HUD
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//
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///////////////////////////////////////////////////
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shader 0 "hud" [
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attribute vec4 vvertex, vcolor;
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attribute vec2 vtexcoord0;
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uniform mat4 hudmatrix;
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varying vec2 texcoord0;
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varying vec4 colorscale;
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void main(void)
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{
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gl_Position = hudmatrix * vvertex;
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texcoord0 = vtexcoord0;
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colorscale = vcolor;
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}
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] [
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uniform sampler2D tex0;
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varying vec2 texcoord0;
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varying vec4 colorscale;
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fragdata(0) vec4 fragcolor;
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void main(void)
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{
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vec4 color = texture2D(tex0, texcoord0);
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fragcolor = colorscale * color;
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}
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]
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shader 0 "hudtext" [
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attribute vec4 vvertex, vcolor;
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attribute vec2 vtexcoord0;
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uniform mat4 hudmatrix;
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varying vec2 texcoord0;
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varying vec4 colorscale;
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void main(void)
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{
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gl_Position = hudmatrix * vvertex;
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texcoord0 = vtexcoord0;
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colorscale = vcolor;
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}
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] [
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uniform sampler2D tex0;
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uniform vec4 textparams;
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varying vec2 texcoord0;
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varying vec4 colorscale;
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fragdata(0) vec4 fragcolor;
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void main(void)
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{
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float dist = texture2D(tex0, texcoord0).r;
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float border = smoothstep(textparams.x, textparams.y, dist);
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float outline = smoothstep(textparams.z, textparams.w, dist);
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fragcolor = vec4(colorscale.rgb * outline, colorscale.a * border);
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}
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]
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shader 0 "hudrgb" [
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attribute vec4 vvertex, vcolor;
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attribute vec2 vtexcoord0;
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uniform mat4 hudmatrix;
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varying vec2 texcoord0;
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varying vec4 colorscale;
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void main(void)
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{
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gl_Position = hudmatrix * vvertex;
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texcoord0 = vtexcoord0;
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colorscale = vcolor;
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}
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] [
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uniform sampler2D tex0;
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varying vec2 texcoord0;
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varying vec4 colorscale;
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fragdata(0) vec4 fragcolor;
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void main(void)
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{
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vec4 color = texture2D(tex0, texcoord0);
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fragcolor.rgb = colorscale.rgb * color.rgb;
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fragcolor.a = colorscale.a;
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}
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]
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shader 0 "hudnotexture" [
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attribute vec4 vvertex, vcolor;
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uniform mat4 hudmatrix;
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varying vec4 color;
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void main(void)
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{
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gl_Position = hudmatrix * vvertex;
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color = vcolor;
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}
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] [
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varying vec4 color;
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fragdata(0) vec4 fragcolor;
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void main(void)
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{
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fragcolor = color;
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}
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]
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shader 0 "hudrect" [
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attribute vec4 vvertex, vcolor;
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attribute vec2 vtexcoord0;
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uniform mat4 hudmatrix;
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varying vec2 texcoord0;
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varying vec4 colorscale;
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void main(void)
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{
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gl_Position = hudmatrix * vvertex;
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texcoord0 = vtexcoord0;
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colorscale = vcolor;
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}
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] [
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uniform sampler2DRect tex0;
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varying vec2 texcoord0;
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varying vec4 colorscale;
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fragdata(0) vec4 fragcolor;
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void main(void)
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{
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fragcolor = colorscale * texture2DRect(tex0, texcoord0);
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}
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]
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shader 0 "hud3d" [
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attribute vec4 vvertex, vcolor;
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attribute vec3 vtexcoord0;
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uniform mat4 hudmatrix;
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varying vec3 texcoord0;
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varying vec4 color;
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void main(void)
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{
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gl_Position = hudmatrix * vvertex;
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texcoord0 = vtexcoord0;
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color = vcolor;
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}
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] [
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uniform sampler3D tex0;
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varying vec3 texcoord0;
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varying vec4 color;
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fragdata(0) vec4 fragcolor;
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void main(void)
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{
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fragcolor = color * texture3D(tex0, texcoord0);
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}
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]
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shader 0 "hudcubemap" [
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attribute vec4 vvertex, vcolor;
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attribute vec3 vtexcoord0;
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uniform mat4 hudmatrix;
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varying vec3 texcoord0;
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varying vec4 colorscale;
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void main(void)
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{
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gl_Position = hudmatrix * vvertex;
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texcoord0 = vtexcoord0;
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colorscale = vcolor;
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}
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] [
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uniform samplerCube tex0;
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varying vec3 texcoord0;
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varying vec4 colorscale;
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fragdata(0) vec4 fragcolor;
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void main(void)
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{
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fragcolor = colorscale * textureCube(tex0, texcoord0);
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}
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]
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