OctaCore/config/glsl/misc.cfg

181 lines
3.9 KiB
INI

shader 0 "null" [
in vec4 vvertex;
void main(void)
{
gl_Position = vvertex;
}
] [
layout(location = 0) out vec4 fragcolor;
void main(void)
{
fragcolor = vec4(1.0, 0.0, 1.0, 1.0);
}
]
//////////////////////////////////////////////////////////////////////
//
// for filling the z-buffer only (i.e. multi-pass rendering, OQ)
//
//////////////////////////////////////////////////////////////////////
shader 0 "nocolor" [
in vec4 vvertex;
uniform mat4 camprojmatrix;
void main() { gl_Position = camprojmatrix * vvertex; }
] [
void main() {}
]
shader 0 "bbquery" [
in vec4 vvertex;
uniform mat4 camprojmatrix;
uniform vec3 bborigin, bbsize;
void main() { gl_Position = camprojmatrix * vec4(bborigin + vvertex.xyz*bbsize, vvertex.w); }
] [
void main() {}
]
shader 0 "depth" [
in vec4 vvertex;
uniform mat4 camprojmatrix;
@(ginterpdepth out)
void main()
{
gl_Position = camprojmatrix * vvertex;
@(gdepthpackvert)
}
] [
@(? $gdepthformat [
layout(location = 0) out vec4 gdepth;
])
@(ginterpdepth in)
void main()
{
@(if (= $gdepthformat 1) [result [
@(gpackdepth packdepth lineardepth)
gdepth.rgb = packdepth;
gdepth.a = 0.0;
]] [? (> $gdepthformat 1) [
gdepth.r = lineardepth;
]])
}
]
//////////////////////////////////////////////////////////////////////
//
// LDR variants of default shaders
//
//////////////////////////////////////////////////////////////////////
shader 0 "ldr" [
in vec4 vvertex, vcolor;
in vec2 vtexcoord0;
uniform mat4 camprojmatrix;
uniform float ldrscale;
out vec2 texcoord0;
out vec4 colorscale;
void main(void)
{
gl_Position = camprojmatrix * vvertex;
texcoord0 = vtexcoord0;
colorscale = vec4(ldrscale * vcolor.rgb, vcolor.a);
}
] [
uniform sampler2D tex0;
in vec2 texcoord0;
in vec4 colorscale;
layout(location = 0) out vec4 fragcolor;
void main(void)
{
vec4 color = texture(tex0, texcoord0);
fragcolor = colorscale * color;
}
]
shader 0 "ldrnotexture" [
in vec4 vvertex, vcolor;
uniform mat4 camprojmatrix;
uniform float ldrscale;
out vec4 color;
void main(void)
{
gl_Position = camprojmatrix * vvertex;
color = vec4(ldrscale * vcolor.rgb, vcolor.a);
}
] [
in vec4 color;
layout(location = 0) out vec4 fragcolor;
void main(void)
{
fragcolor = color;
}
]
//////////////////////////////////////////////////////////////////////
//
// fogged variants of default shaders
//
//////////////////////////////////////////////////////////////////////
shader 0 "fogged" [
//:fog
in vec4 vvertex, vcolor;
in vec2 vtexcoord0;
uniform mat4 camprojmatrix;
out vec2 texcoord0;
out vec4 colorscale;
void main(void)
{
gl_Position = camprojmatrix * vvertex;
texcoord0 = vtexcoord0;
colorscale = vcolor;
}
] [
uniform sampler2D tex0;
in vec2 texcoord0;
in vec4 colorscale;
layout(location = 0) out vec4 fragcolor;
void main(void)
{
vec4 color = texture(tex0, texcoord0);
fragcolor = colorscale * color;
}
]
shader 0 "foggednotexture" [
//:fog
in vec4 vvertex, vcolor;
uniform mat4 camprojmatrix;
out vec4 color;
void main(void)
{
gl_Position = camprojmatrix * vvertex;
color = vcolor;
}
] [
in vec4 color;
layout(location = 0) out vec4 fragcolor;
void main(void)
{
fragcolor = color;
}
]
shader 0 "fogoverlay" [
in vec4 vvertex, vcolor;
out vec4 color;
void main(void)
{
gl_Position = vvertex;
color = vcolor;
}
] [
in vec4 color;
layout(location = 0) out vec4 fragcolor;
void main(void)
{
fragcolor = color;
}
]