Add missing shader version tags for the other shaders too
This commit is contained in:
parent
727c3feb11
commit
3fa2ade35f
55 changed files with 172 additions and 93 deletions
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D baseTexture;
|
uniform sampler2D baseTexture;
|
||||||
varying float fogFactor;
|
varying float fogFactor;
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D baseTexture;
|
uniform sampler2D baseTexture;
|
||||||
varying float fogFactor;
|
varying float fogFactor;
|
||||||
varying vec4 cloudColor;
|
varying vec4 cloudColor;
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// written by Thorsten Renk, May 2014
|
// written by Thorsten Renk, May 2014
|
||||||
// based on ALS terrain shader
|
// based on ALS terrain shader
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// written by Thorsten Renk, Oct 2011, based on default.frag
|
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||||||
// Ambient term comes in gl_Color.rgb.
|
// Ambient term comes in gl_Color.rgb.
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D color_tex;
|
uniform sampler2D color_tex;
|
||||||
uniform sampler2D ao_tex;
|
uniform sampler2D ao_tex;
|
||||||
uniform sampler2D normal_tex;
|
uniform sampler2D normal_tex;
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D texture;
|
uniform sampler2D texture;
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D color_tex;
|
uniform sampler2D color_tex;
|
||||||
uniform sampler2D spec_emis_tex;
|
uniform sampler2D spec_emis_tex;
|
||||||
void main() {
|
void main() {
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
#version 120
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D input_tex;
|
uniform sampler2D input_tex;
|
||||||
uniform vec2 fg_BufferSize;
|
uniform vec2 fg_BufferSize;
|
||||||
uniform float blurOffset_x;
|
uniform float blurOffset_x;
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D lighting_tex;
|
uniform sampler2D lighting_tex;
|
||||||
uniform sampler2D bloom_tex;
|
uniform sampler2D bloom_tex;
|
||||||
uniform sampler2D film_tex;
|
uniform sampler2D film_tex;
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D baseTexture;
|
uniform sampler2D baseTexture;
|
||||||
varying float fogFactor;
|
varying float fogFactor;
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D baseTexture;
|
uniform sampler2D baseTexture;
|
||||||
varying float fogFactor;
|
varying float fogFactor;
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D baseTexture;
|
uniform sampler2D baseTexture;
|
||||||
varying float fogFactor;
|
varying float fogFactor;
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D baseTexture;
|
uniform sampler2D baseTexture;
|
||||||
varying float fogFactor;
|
varying float fogFactor;
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D baseTexture;
|
uniform sampler2D baseTexture;
|
||||||
varying float fogFactor;
|
varying float fogFactor;
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D baseTexture;
|
uniform sampler2D baseTexture;
|
||||||
varying float fogFactor;
|
varying float fogFactor;
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D baseTexture;
|
uniform sampler2D baseTexture;
|
||||||
varying float fogFactor;
|
varying float fogFactor;
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D baseTexture;
|
uniform sampler2D baseTexture;
|
||||||
varying float fogFactor;
|
varying float fogFactor;
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D baseTexture;
|
uniform sampler2D baseTexture;
|
||||||
|
|
||||||
varying float fogFactor;
|
varying float fogFactor;
|
||||||
|
|
|
@ -1,3 +1,4 @@
|
||||||
|
#version 120
|
||||||
#extension GL_EXT_gpu_shader4 : enable
|
#extension GL_EXT_gpu_shader4 : enable
|
||||||
// -*- mode: C; -*-
|
// -*- mode: C; -*-
|
||||||
// Licence: GPL v2
|
// Licence: GPL v2
|
||||||
|
|
|
@ -1,3 +1,4 @@
|
||||||
|
#version 120
|
||||||
#extension GL_EXT_gpu_shader4 : enable
|
#extension GL_EXT_gpu_shader4 : enable
|
||||||
//
|
//
|
||||||
// attachment 0: normal.x | normal.x | normal.y | normal.y
|
// attachment 0: normal.x | normal.x | normal.y | normal.y
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D lighting_tex;
|
uniform sampler2D lighting_tex;
|
||||||
uniform sampler2D bloom_tex;
|
uniform sampler2D bloom_tex;
|
||||||
|
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// written by Thorsten Renk, Oct 2011, based on default.frag
|
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||||||
// Ambient term comes in gl_Color.rgb.
|
// Ambient term comes in gl_Color.rgb.
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D depth_tex;
|
uniform sampler2D depth_tex;
|
||||||
uniform sampler2D normal_tex;
|
uniform sampler2D normal_tex;
|
||||||
uniform sampler2D color_tex;
|
uniform sampler2D color_tex;
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*- mode: C; -*-
|
// -*- mode: C; -*-
|
||||||
|
#version 120
|
||||||
// Licence: GPL v2
|
// Licence: GPL v2
|
||||||
// Author: Frederic Bouvier.
|
// Author: Frederic Bouvier.
|
||||||
|
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*- mode: C; -*-
|
// -*- mode: C; -*-
|
||||||
|
#version 120
|
||||||
// Licence: GPL v2
|
// Licence: GPL v2
|
||||||
// Author: Frederic Bouvier.
|
// Author: Frederic Bouvier.
|
||||||
|
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
varying vec2 rawPos;
|
varying vec2 rawPos;
|
||||||
varying vec2 nPos;
|
varying vec2 nPos;
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform float air_pollution;
|
uniform float air_pollution;
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
//#define fog_FuncTION
|
//#define fog_FuncTION
|
||||||
//varying vec3 PointPos;
|
//varying vec3 PointPos;
|
||||||
|
|
||||||
|
@ -13,4 +15,4 @@ vec3 fog_Func(vec3 color, int type)
|
||||||
fogFactor=1.0;
|
fogFactor=1.0;
|
||||||
|
|
||||||
return mix(gl_Fog.color.rgb, color, fogFactor);
|
return mix(gl_Fog.color.rgb, color, fogFactor);
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform vec2 fg_BufferSize;
|
uniform vec2 fg_BufferSize;
|
||||||
uniform vec3 fg_Planes;
|
uniform vec3 fg_Planes;
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform vec2 fg_BufferSize;
|
uniform vec2 fg_BufferSize;
|
||||||
uniform vec3 fg_Planes;
|
uniform vec3 fg_Planes;
|
||||||
|
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// Ambient term comes in gl_Color.rgb.
|
// Ambient term comes in gl_Color.rgb.
|
||||||
//
|
//
|
||||||
|
@ -71,4 +72,4 @@ void main()
|
||||||
// gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
|
// gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
|
||||||
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
|
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
|
||||||
gl_FragColor = fragColor;
|
gl_FragColor = fragColor;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform float eyerel_x1;
|
uniform float eyerel_x1;
|
||||||
uniform float eyerel_y1;
|
uniform float eyerel_y1;
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// Shader for use with material animations
|
// Shader for use with material animations
|
||||||
varying vec4 diffuse, constantColor, matSpecular;
|
varying vec4 diffuse, constantColor, matSpecular;
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// written by Thorsten Renk, Oct 2011, based on default.frag
|
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||||||
// Ambient term comes in gl_Color.rgb.
|
// Ambient term comes in gl_Color.rgb.
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// Ambient term comes in gl_Color.rgb.
|
// Ambient term comes in gl_Color.rgb.
|
||||||
varying vec4 diffuse_term;
|
varying vec4 diffuse_term;
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// written by Thorsten Renk, Oct 2015
|
// written by Thorsten Renk, Oct 2015
|
||||||
|
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// written by Thorsten Renk, Oct 2015
|
// written by Thorsten Renk, Oct 2015
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
// Night vision effect inspired by http://www.geeks3d.com/20091009/shader-library-night-vision-post-processing-filter-glsl/
|
// Night vision effect inspired by http://www.geeks3d.com/20091009/shader-library-night-vision-post-processing-filter-glsl/
|
||||||
|
|
||||||
uniform sampler2D color_tex;
|
uniform sampler2D color_tex;
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D baseTexture;
|
uniform sampler2D baseTexture;
|
||||||
varying float fogFactor;
|
varying float fogFactor;
|
||||||
varying vec3 hazeColor;
|
varying vec3 hazeColor;
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D baseTexture;
|
uniform sampler2D baseTexture;
|
||||||
varying float fogFactor;
|
varying float fogFactor;
|
||||||
|
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// written by Thorsten Renk, Oct 2011, based on default.frag
|
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||||||
// Ambient term comes in gl_Color.rgb.
|
// Ambient term comes in gl_Color.rgb.
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// written by Thorsten Renk, Oct 2011, based on default.frag
|
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||||||
// Ambient term comes in gl_Color.rgb.
|
// Ambient term comes in gl_Color.rgb.
|
||||||
|
|
|
@ -1,89 +1,90 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
uniform int display_xsize;
|
|
||||||
uniform int display_ysize;
|
uniform int display_xsize;
|
||||||
uniform float field_of_view;
|
uniform int display_ysize;
|
||||||
uniform float view_pitch_offset;
|
uniform float field_of_view;
|
||||||
uniform float view_heading_offset;
|
uniform float view_pitch_offset;
|
||||||
|
uniform float view_heading_offset;
|
||||||
float light_distance_fading(in float dist)
|
|
||||||
{
|
float light_distance_fading(in float dist)
|
||||||
return min(1.0, 10000.0/(dist*dist));
|
{
|
||||||
}
|
return min(1.0, 10000.0/(dist*dist));
|
||||||
|
}
|
||||||
float fog_backscatter(in float avisibility)
|
|
||||||
{
|
float fog_backscatter(in float avisibility)
|
||||||
return 0.5* min(1.0,10000.0/(avisibility*avisibility));
|
{
|
||||||
}
|
return 0.5* min(1.0,10000.0/(avisibility*avisibility));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
vec3 searchlight()
|
|
||||||
{
|
vec3 searchlight()
|
||||||
|
{
|
||||||
vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4);
|
|
||||||
|
vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4);
|
||||||
float headlightIntensity;
|
|
||||||
float lightRadius = (float(display_xsize) *9.16 /field_of_view);
|
float headlightIntensity;
|
||||||
float angularDist = length(gl_FragCoord.xy -center);
|
float lightRadius = (float(display_xsize) *9.16 /field_of_view);
|
||||||
|
float angularDist = length(gl_FragCoord.xy -center);
|
||||||
if (angularDist < lightRadius)
|
|
||||||
{
|
if (angularDist < lightRadius)
|
||||||
headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
|
{
|
||||||
//headlightIntensity = headlightIntensity *
|
headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
|
||||||
//headlightIntensity*= clamp(1.0 + 0.15 * log(1000.0/(dist*dist)),0.0,1.0);
|
//headlightIntensity = headlightIntensity *
|
||||||
return headlightIntensity * vec3 (0.5,0.5, 0.5);
|
//headlightIntensity*= clamp(1.0 + 0.15 * log(1000.0/(dist*dist)),0.0,1.0);
|
||||||
}
|
return headlightIntensity * vec3 (0.5,0.5, 0.5);
|
||||||
else return vec3 (0.0,0.0,0.0);
|
}
|
||||||
}
|
else return vec3 (0.0,0.0,0.0);
|
||||||
|
}
|
||||||
vec3 flashlight(in vec3 color, in float radius)
|
|
||||||
{
|
vec3 flashlight(in vec3 color, in float radius)
|
||||||
|
{
|
||||||
vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4);
|
|
||||||
|
vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4);
|
||||||
float headlightIntensity;
|
|
||||||
float lightRadius = (float(display_xsize) *radius /field_of_view);
|
float headlightIntensity;
|
||||||
float angularDist = length(gl_FragCoord.xy -center);
|
float lightRadius = (float(display_xsize) *radius /field_of_view);
|
||||||
|
float angularDist = length(gl_FragCoord.xy -center);
|
||||||
if (angularDist < lightRadius)
|
|
||||||
{
|
if (angularDist < lightRadius)
|
||||||
headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
|
{
|
||||||
return headlightIntensity * color;
|
headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
|
||||||
}
|
return headlightIntensity * color;
|
||||||
else return vec3 (0.0,0.0,0.0);
|
}
|
||||||
}
|
else return vec3 (0.0,0.0,0.0);
|
||||||
|
}
|
||||||
vec3 landing_light(in float offset, in float offsetv)
|
|
||||||
{
|
vec3 landing_light(in float offset, in float offsetv)
|
||||||
|
{
|
||||||
float fov_h = field_of_view;
|
|
||||||
float fov_v = float(display_ysize)/float(display_xsize) * field_of_view;
|
float fov_h = field_of_view;
|
||||||
|
float fov_v = float(display_ysize)/float(display_xsize) * field_of_view;
|
||||||
float yaw_offset;
|
|
||||||
|
float yaw_offset;
|
||||||
if (view_heading_offset > 180.0)
|
|
||||||
{yaw_offset = -360.0+view_heading_offset;}
|
if (view_heading_offset > 180.0)
|
||||||
else
|
{yaw_offset = -360.0+view_heading_offset;}
|
||||||
{yaw_offset = view_heading_offset;}
|
else
|
||||||
|
{yaw_offset = view_heading_offset;}
|
||||||
float x_offset = (float(display_xsize) / fov_h * (yaw_offset + offset));
|
|
||||||
float y_offset = -(float(display_ysize) / fov_v * (view_pitch_offset + offsetv));
|
float x_offset = (float(display_xsize) / fov_h * (yaw_offset + offset));
|
||||||
|
float y_offset = -(float(display_ysize) / fov_v * (view_pitch_offset + offsetv));
|
||||||
vec2 center = vec2 (float(display_xsize) * 0.5 + x_offset, float(display_ysize) * 0.4 + y_offset);
|
|
||||||
|
vec2 center = vec2 (float(display_xsize) * 0.5 + x_offset, float(display_ysize) * 0.4 + y_offset);
|
||||||
|
|
||||||
|
|
||||||
float landingLightIntensity;
|
|
||||||
float lightRadius = (float(display_xsize) *9.16 /field_of_view);
|
float landingLightIntensity;
|
||||||
float angularDist = length(gl_FragCoord.xy -center);
|
float lightRadius = (float(display_xsize) *9.16 /field_of_view);
|
||||||
|
float angularDist = length(gl_FragCoord.xy -center);
|
||||||
if (angularDist < lightRadius)
|
|
||||||
{
|
if (angularDist < lightRadius)
|
||||||
landingLightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
|
{
|
||||||
//landingLightIntensity *= min(1.0, 10000.0/(dist*dist));
|
landingLightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0);
|
||||||
return landingLightIntensity * vec3 (0.5,0.5, 0.5);
|
//landingLightIntensity *= min(1.0, 10000.0/(dist*dist));
|
||||||
}
|
return landingLightIntensity * vec3 (0.5,0.5, 0.5);
|
||||||
else return vec3 (0.0,0.0,0.0);
|
}
|
||||||
|
else return vec3 (0.0,0.0,0.0);
|
||||||
}
|
|
||||||
|
}
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// written by Thorsten Renk, Oct 2011, based on default.frag
|
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||||||
// Ambient term comes in gl_Color.rgb.
|
// Ambient term comes in gl_Color.rgb.
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform mat4 fg_ViewMatrix;
|
uniform mat4 fg_ViewMatrix;
|
||||||
uniform sampler2D depth_tex;
|
uniform sampler2D depth_tex;
|
||||||
uniform sampler2D normal_tex;
|
uniform sampler2D normal_tex;
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform mat4 fg_ViewMatrix;
|
uniform mat4 fg_ViewMatrix;
|
||||||
uniform sampler2D depth_tex;
|
uniform sampler2D depth_tex;
|
||||||
uniform sampler2D normal_tex;
|
uniform sampler2D normal_tex;
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// written by Thorsten Renk, Oct 2011, based on default.frag
|
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||||||
// Ambient term comes in gl_Color.rgb.
|
// Ambient term comes in gl_Color.rgb.
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// written by Thorsten Renk, Oct 2011, based on default.frag
|
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||||||
// Ambient term comes in gl_Color.rgb.
|
// Ambient term comes in gl_Color.rgb.
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// written by Thorsten Renk, Oct 2011, based on default.frag
|
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||||||
// Ambient term comes in gl_Color.rgb.
|
// Ambient term comes in gl_Color.rgb.
|
||||||
|
|
|
@ -1,4 +1,6 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D texture;
|
uniform sampler2D texture;
|
||||||
|
|
||||||
////fog "include" /////
|
////fog "include" /////
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
#version 120
|
||||||
|
|
||||||
uniform sampler2D baseTexture;
|
uniform sampler2D baseTexture;
|
||||||
varying float fogFactor;
|
varying float fogFactor;
|
||||||
|
|
||||||
|
|
|
@ -2,7 +2,7 @@
|
||||||
// Texture switching based on face slope and snow level
|
// Texture switching based on face slope and snow level
|
||||||
// based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier.
|
// based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier.
|
||||||
// <20> Emilian Huminiuc 2011
|
// <20> Emilian Huminiuc 2011
|
||||||
|
#version 120
|
||||||
|
|
||||||
varying float RawPosZ;
|
varying float RawPosZ;
|
||||||
varying vec3 WorldPos;
|
varying vec3 WorldPos;
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// written by Thorsten Renk, Oct 2011, based on default.frag
|
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||||||
|
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
// written by Thorsten Renk, Oct 2011, based on default.frag
|
// written by Thorsten Renk, Oct 2011, based on default.frag
|
||||||
|
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
// -*-C++-*-
|
// -*-C++-*-
|
||||||
|
#version 120
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue