diff options
Diffstat (limited to 'media/Shaders/TransparentAlphaChannel.fsh')
-rw-r--r-- | media/Shaders/TransparentAlphaChannel.fsh | 71 |
1 files changed, 71 insertions, 0 deletions
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; +} |