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-rw-r--r--media/Shaders/DetailMap.fsh72
-rw-r--r--media/Shaders/LightmapAdd.fsh72
-rw-r--r--media/Shaders/LightmapModulate.fsh74
-rw-r--r--media/Shaders/OneTextureBlend.fsh77
-rw-r--r--media/Shaders/Reflection2Layer.fsh72
-rw-r--r--media/Shaders/Reflection2Layer.vsh55
-rw-r--r--media/Shaders/Renderer2D.fsh23
-rw-r--r--media/Shaders/Renderer2D.vsh24
-rw-r--r--media/Shaders/Renderer2D_noTex.fsh11
-rw-r--r--media/Shaders/Solid.fsh64
-rw-r--r--media/Shaders/Solid.vsh47
-rw-r--r--media/Shaders/Solid2.vsh53
-rw-r--r--media/Shaders/Solid2Layer.fsh74
-rw-r--r--media/Shaders/SphereMap.fsh64
-rw-r--r--media/Shaders/SphereMap.vsh50
-rw-r--r--media/Shaders/TransparentAlphaChannel.fsh71
-rw-r--r--media/Shaders/TransparentAlphaChannelRef.fsh69
-rw-r--r--media/Shaders/TransparentVertexAlpha.fsh64
18 files changed, 1036 insertions, 0 deletions
diff --git a/media/Shaders/DetailMap.fsh b/media/Shaders/DetailMap.fsh
new file mode 100644
index 0000000..01c94d7
--- /dev/null
+++ b/media/Shaders/DetailMap.fsh
@@ -0,0 +1,72 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform int uTextureUsage1;
+uniform sampler2D uTextureUnit0;
+uniform sampler2D uTextureUnit1;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color0 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (bool(uTextureUsage1))
+ Color1 = texture2D(uTextureUnit1, vTextureCoord1);
+
+ vec4 FinalColor = vec4(Color0 + (Color1 - 0.5)) * vVertexColor + vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+}
diff --git a/media/Shaders/LightmapAdd.fsh b/media/Shaders/LightmapAdd.fsh
new file mode 100644
index 0000000..895625f
--- /dev/null
+++ b/media/Shaders/LightmapAdd.fsh
@@ -0,0 +1,72 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform int uTextureUsage1;
+uniform sampler2D uTextureUnit0;
+uniform sampler2D uTextureUnit1;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color0 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (bool(uTextureUsage1))
+ Color1 = texture2D(uTextureUnit1, vTextureCoord1);
+
+ vec4 FinalColor = (Color0 + Color1) * vVertexColor + vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+}
diff --git a/media/Shaders/LightmapModulate.fsh b/media/Shaders/LightmapModulate.fsh
new file mode 100644
index 0000000..74e9df1
--- /dev/null
+++ b/media/Shaders/LightmapModulate.fsh
@@ -0,0 +1,74 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform float uModulate;
+uniform int uTextureUsage0;
+uniform int uTextureUsage1;
+uniform sampler2D uTextureUnit0;
+uniform sampler2D uTextureUnit1;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color0 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (bool(uTextureUsage1))
+ Color1 = texture2D(uTextureUnit1, vTextureCoord1);
+
+ vec4 FinalColor = (Color0 * Color1 * uModulate) * vVertexColor;
+ FinalColor += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+}
diff --git a/media/Shaders/OneTextureBlend.fsh b/media/Shaders/OneTextureBlend.fsh
new file mode 100644
index 0000000..c348016
--- /dev/null
+++ b/media/Shaders/OneTextureBlend.fsh
@@ -0,0 +1,77 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uBlendType;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vVertexColor;
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color1 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ vec4 FinalColor = Color0 * Color1;
+ FinalColor += vSpecularColor;
+
+ if (uBlendType == 1)
+ {
+ FinalColor.w = Color0.w;
+ }
+ else if (uBlendType == 2)
+ {
+ FinalColor.w = Color1.w;
+ }
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+}
diff --git a/media/Shaders/Reflection2Layer.fsh b/media/Shaders/Reflection2Layer.fsh
new file mode 100644
index 0000000..bdc3c66
--- /dev/null
+++ b/media/Shaders/Reflection2Layer.fsh
@@ -0,0 +1,72 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform int uTextureUsage1;
+uniform sampler2D uTextureUnit0;
+uniform sampler2D uTextureUnit1;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color0 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (bool(uTextureUsage1))
+ Color1 = texture2D(uTextureUnit1, vTextureCoord1);
+
+ vec4 FinalColor = (Color0 * Color1) * vVertexColor + vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+}
diff --git a/media/Shaders/Reflection2Layer.vsh b/media/Shaders/Reflection2Layer.vsh
new file mode 100644
index 0000000..aafac22
--- /dev/null
+++ b/media/Shaders/Reflection2Layer.vsh
@@ -0,0 +1,55 @@
+#version 100
+
+/* Attributes */
+
+attribute vec3 inVertexPosition;
+attribute vec3 inVertexNormal;
+attribute vec4 inVertexColor;
+attribute vec2 inTexCoord0;
+attribute vec2 inTexCoord1;
+
+/* Uniforms */
+
+uniform mat4 uWVPMatrix;
+uniform mat4 uWVMatrix;
+uniform mat4 uNMatrix;
+uniform mat4 uTMatrix0;
+
+uniform vec4 uGlobalAmbient;
+uniform vec4 uMaterialAmbient;
+uniform vec4 uMaterialDiffuse;
+uniform vec4 uMaterialEmissive;
+uniform vec4 uMaterialSpecular;
+uniform float uMaterialShininess;
+
+uniform float uThickness;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+void main()
+{
+ gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
+ gl_PointSize = uThickness;
+
+ vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
+ vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
+
+ vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
+ vec3 P = normalize(Position);
+ vec3 N = normalize(vec4(uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
+ vec3 R = reflect(P, N);
+
+ float V = 2.0 * sqrt(R.x*R.x + R.y*R.y + (R.z+1.0)*(R.z+1.0));
+ vTextureCoord1 = vec2(R.x/V + 0.5, R.y/V + 0.5);
+
+ vVertexColor = inVertexColor.bgra;
+ vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+ vFogCoord = length(Position);
+}
diff --git a/media/Shaders/Renderer2D.fsh b/media/Shaders/Renderer2D.fsh
new file mode 100644
index 0000000..89aef7e
--- /dev/null
+++ b/media/Shaders/Renderer2D.fsh
@@ -0,0 +1,23 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage;
+uniform sampler2D uTextureUnit;
+
+/* Varyings */
+
+varying vec2 vTextureCoord;
+varying vec4 vVertexColor;
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage))
+ Color *= texture2D(uTextureUnit, vTextureCoord);
+
+ gl_FragColor = Color;
+}
diff --git a/media/Shaders/Renderer2D.vsh b/media/Shaders/Renderer2D.vsh
new file mode 100644
index 0000000..9142148
--- /dev/null
+++ b/media/Shaders/Renderer2D.vsh
@@ -0,0 +1,24 @@
+#version 100
+
+/* Attributes */
+
+attribute vec4 inVertexPosition;
+attribute vec4 inVertexColor;
+attribute vec2 inTexCoord0;
+
+/* Uniforms */
+
+uniform float uThickness;
+
+/* Varyings */
+
+varying vec2 vTextureCoord;
+varying vec4 vVertexColor;
+
+void main()
+{
+ gl_Position = inVertexPosition;
+ gl_PointSize = uThickness;
+ vTextureCoord = inTexCoord0;
+ vVertexColor = inVertexColor.bgra;
+}
diff --git a/media/Shaders/Renderer2D_noTex.fsh b/media/Shaders/Renderer2D_noTex.fsh
new file mode 100644
index 0000000..6000972
--- /dev/null
+++ b/media/Shaders/Renderer2D_noTex.fsh
@@ -0,0 +1,11 @@
+#version 100
+
+precision mediump float;
+
+/* Varyings */
+varying vec4 vVertexColor;
+
+void main()
+{
+ gl_FragColor = vVertexColor;
+}
diff --git a/media/Shaders/Solid.fsh b/media/Shaders/Solid.fsh
new file mode 100644
index 0000000..df1010e
--- /dev/null
+++ b/media/Shaders/Solid.fsh
@@ -0,0 +1,64 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage0))
+ Color *= texture2D(uTextureUnit0, vTextureCoord0);
+ Color += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ Color = mix(FogColor, Color, FogFactor);
+ }
+
+ gl_FragColor = Color;
+}
diff --git a/media/Shaders/Solid.vsh b/media/Shaders/Solid.vsh
new file mode 100644
index 0000000..98d0dae
--- /dev/null
+++ b/media/Shaders/Solid.vsh
@@ -0,0 +1,47 @@
+#version 100
+
+/* Attributes */
+
+attribute vec3 inVertexPosition;
+attribute vec3 inVertexNormal;
+attribute vec4 inVertexColor;
+attribute vec2 inTexCoord0;
+
+/* Uniforms */
+
+uniform mat4 uWVPMatrix;
+uniform mat4 uWVMatrix;
+uniform mat4 uNMatrix;
+uniform mat4 uTMatrix0;
+
+uniform vec4 uGlobalAmbient;
+uniform vec4 uMaterialAmbient;
+uniform vec4 uMaterialDiffuse;
+uniform vec4 uMaterialEmissive;
+uniform vec4 uMaterialSpecular;
+uniform float uMaterialShininess;
+
+uniform float uThickness;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+void main()
+{
+ gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
+ gl_PointSize = uThickness;
+
+ vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
+ vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
+
+ vVertexColor = inVertexColor.bgra;
+ vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+ vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
+
+ vFogCoord = length(Position);
+}
diff --git a/media/Shaders/Solid2.vsh b/media/Shaders/Solid2.vsh
new file mode 100644
index 0000000..c49ecfc
--- /dev/null
+++ b/media/Shaders/Solid2.vsh
@@ -0,0 +1,53 @@
+#version 100
+
+/* Attributes */
+
+attribute vec3 inVertexPosition;
+attribute vec3 inVertexNormal;
+attribute vec4 inVertexColor;
+attribute vec2 inTexCoord0;
+attribute vec2 inTexCoord1;
+
+/* Uniforms */
+
+uniform mat4 uWVPMatrix;
+uniform mat4 uWVMatrix;
+uniform mat4 uNMatrix;
+uniform mat4 uTMatrix0;
+uniform mat4 uTMatrix1;
+
+uniform vec4 uGlobalAmbient;
+uniform vec4 uMaterialAmbient;
+uniform vec4 uMaterialDiffuse;
+uniform vec4 uMaterialEmissive;
+uniform vec4 uMaterialSpecular;
+uniform float uMaterialShininess;
+
+uniform float uThickness;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+void main()
+{
+ gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
+ gl_PointSize = uThickness;
+
+ vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
+ vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
+
+ vec4 TextureCoord1 = vec4(inTexCoord1.x, inTexCoord1.y, 1.0, 1.0);
+ vTextureCoord1 = vec4(uTMatrix1 * TextureCoord1).xy;
+
+ vVertexColor = inVertexColor.bgra;
+ vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+ vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
+
+ vFogCoord = length(Position);
+}
diff --git a/media/Shaders/Solid2Layer.fsh b/media/Shaders/Solid2Layer.fsh
new file mode 100644
index 0000000..3c8a39d
--- /dev/null
+++ b/media/Shaders/Solid2Layer.fsh
@@ -0,0 +1,74 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform int uTextureUsage1;
+uniform sampler2D uTextureUnit0;
+uniform sampler2D uTextureUnit1;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color0 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (bool(uTextureUsage1))
+ Color1 = texture2D(uTextureUnit1, vTextureCoord1);
+
+ vec4 FinalColor = (Color0 * vVertexColor.a + Color1 * (1.0 - vVertexColor.a)) * vVertexColor;
+ FinalColor += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+
+}
diff --git a/media/Shaders/SphereMap.fsh b/media/Shaders/SphereMap.fsh
new file mode 100644
index 0000000..df1010e
--- /dev/null
+++ b/media/Shaders/SphereMap.fsh
@@ -0,0 +1,64 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage0))
+ Color *= texture2D(uTextureUnit0, vTextureCoord0);
+ Color += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ Color = mix(FogColor, Color, FogFactor);
+ }
+
+ gl_FragColor = Color;
+}
diff --git a/media/Shaders/SphereMap.vsh b/media/Shaders/SphereMap.vsh
new file mode 100644
index 0000000..5062d79
--- /dev/null
+++ b/media/Shaders/SphereMap.vsh
@@ -0,0 +1,50 @@
+#version 100
+
+/* Attributes */
+
+attribute vec3 inVertexPosition;
+attribute vec3 inVertexNormal;
+attribute vec4 inVertexColor;
+attribute vec2 inTexCoord0;
+attribute vec2 inTexCoord1;
+
+/* Uniforms */
+
+uniform mat4 uWVPMatrix;
+uniform mat4 uWVMatrix;
+uniform mat4 uNMatrix;
+
+uniform vec4 uGlobalAmbient;
+uniform vec4 uMaterialAmbient;
+uniform vec4 uMaterialDiffuse;
+uniform vec4 uMaterialEmissive;
+uniform vec4 uMaterialSpecular;
+uniform float uMaterialShininess;
+
+uniform float uThickness;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+void main()
+{
+ gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
+ gl_PointSize = uThickness;
+
+ vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
+ vec3 P = normalize(Position);
+ vec3 N = normalize(vec4(uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
+ vec3 R = reflect(P, N);
+
+ float V = 2.0 * sqrt(R.x*R.x + R.y*R.y + (R.z+1.0)*(R.z+1.0));
+ vTextureCoord0 = vec2(R.x/V + 0.5, R.y/V + 0.5);
+
+ vVertexColor = inVertexColor.bgra;
+ vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+ vFogCoord = length(Position);
+}
diff --git a/media/Shaders/TransparentAlphaChannel.fsh b/media/Shaders/TransparentAlphaChannel.fsh
new file mode 100644
index 0000000..cef349a
--- /dev/null
+++ b/media/Shaders/TransparentAlphaChannel.fsh
@@ -0,0 +1,71 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform float uAlphaRef;
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage0))
+ {
+ Color *= texture2D(uTextureUnit0, vTextureCoord0);
+
+ // TODO: uAlphaRef should rather control sharpness of alpha, don't know how to do that right now and this works in most cases.
+ if (Color.a < uAlphaRef)
+ discard;
+ }
+ Color += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ Color = mix(FogColor, Color, FogFactor);
+ }
+
+ gl_FragColor = Color;
+}
diff --git a/media/Shaders/TransparentAlphaChannelRef.fsh b/media/Shaders/TransparentAlphaChannelRef.fsh
new file mode 100644
index 0000000..fab4eee
--- /dev/null
+++ b/media/Shaders/TransparentAlphaChannelRef.fsh
@@ -0,0 +1,69 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform float uAlphaRef;
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage0))
+ Color *= texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (Color.a < uAlphaRef)
+ discard;
+
+ Color += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ Color = mix(FogColor, Color, FogFactor);
+ }
+
+ gl_FragColor = Color;
+}
diff --git a/media/Shaders/TransparentVertexAlpha.fsh b/media/Shaders/TransparentVertexAlpha.fsh
new file mode 100644
index 0000000..df1010e
--- /dev/null
+++ b/media/Shaders/TransparentVertexAlpha.fsh
@@ -0,0 +1,64 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage0))
+ Color *= texture2D(uTextureUnit0, vTextureCoord0);
+ Color += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ Color = mix(FogColor, Color, FogFactor);
+ }
+
+ gl_FragColor = Color;
+}