resources paths refact

This commit is contained in:
Che10vek
2023-11-20 01:30:57 +10:00
parent 12db8a1448
commit 2ee9e33c6d
20 changed files with 19 additions and 8 deletions
+8
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#version 330 core
in vec4 v_color;
out vec4 f_color;
void main(){
f_color = v_color;
}
+13
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#version 330 core
layout (location = 0) in vec3 a_position;
layout (location = 1) in vec4 a_color;
out vec4 v_color;
uniform mat4 u_projview;
void main(){
v_color = a_color;
gl_Position = u_projview * vec4(a_position, 1.0);
}
+22
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#version 330 core
in vec4 a_color;
in vec2 a_texCoord;
in float a_distance;
out vec4 f_color;
uniform sampler2D u_texture0;
uniform vec3 u_fogColor;
uniform float u_fogFactor;
uniform float u_fogCurve;
void main(){
vec4 tex_color = texture(u_texture0, a_texCoord);
float depth = (a_distance/256.0);
float alpha = a_color.a * tex_color.a;
// anyway it's any alpha-test alternative required
if (alpha < 0.1f)
discard;
f_color = mix(a_color * tex_color, vec4(u_fogColor,1.0), min(1.0, pow(depth*u_fogFactor, u_fogCurve)));
f_color.a = alpha;
}
+36
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#version 330 core
layout (location = 0) in vec3 v_position;
layout (location = 1) in vec2 v_texCoord;
layout (location = 2) in vec4 v_light;
out vec4 a_color;
out vec2 a_texCoord;
out float a_distance;
uniform mat4 u_model;
uniform mat4 u_proj;
uniform mat4 u_view;
uniform vec3 u_skyLightColor;
uniform vec3 u_cameraPos;
uniform float u_gamma;
uniform vec3 u_torchlightColor;
uniform float u_torchlightDistance;
void main(){
vec2 pos2d = (u_model * vec4(v_position, 1.0)).xz-u_cameraPos.xz;
vec4 modelpos = u_model * vec4(v_position+vec3(0,pow(length(pos2d)*0.0, 3.0),0), 1.0);
vec4 viewmodelpos = u_view * modelpos;
vec3 light = v_light.rgb * 1.6;
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz)/u_torchlightDistance);
light += torchlight * u_torchlightColor;
a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
a_texCoord = v_texCoord;
a_color.rgb += u_skyLightColor * v_light.a;
a_color.r = min(a_color.r, 1.1);
a_color.g = min(a_color.g, 1.1);
a_color.b = min(a_color.b, 1.1);
a_distance = length(viewmodelpos);
gl_Position = u_proj * viewmodelpos;
}
+10
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#version 330 core
in vec2 v_coord;
out vec4 f_color;
uniform sampler2D u_texture;
void main(){
f_color = texture(u_texture, v_coord);
}
+10
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#version 330 core
layout (location = 0) in vec2 v_position;
out vec2 v_coord;
void main(){
v_coord = v_position*0.5+0.5;
gl_Position = vec4(v_position, 0.0, 1.0);
}
+11
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#version 330 core
in vec2 a_textureCoord;
in vec4 a_color;
out vec4 f_color;
uniform sampler2D u_texture;
void main(){
f_color = a_color * texture(u_texture, a_textureCoord);
}
+16
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#version 330 core
layout (location = 0) in vec2 v_position;
layout (location = 1) in vec2 v_textureCoord;
layout (location = 2) in vec4 v_color;
out vec2 a_textureCoord;
out vec4 a_color;
uniform mat4 u_projview;
void main(){
a_textureCoord = v_textureCoord;
a_color = v_color;
gl_Position = u_projview * vec4(v_position, 0.5, 1.0);
}