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mhlib/godot/starforce/starforce.gdshader
2023-05-29 22:16:16 +02:00

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shader_type spatial;
render_mode skip_vertex_transform;
uniform vec4 color: source_color;
uniform float diffuse;
uniform float diffuse_envelope;
uniform float specular;
uniform float specular_envelope;
uniform float luminosity;
uniform float luminosity_envelope;
uniform float reflectivity;
uniform float reflectivity_envelope;
uniform float translucency;
uniform float translucency_envelope;
uniform float transparency;
uniform float transparency_envelope;
uniform sampler2D tex_color: source_color;
uniform int tex_color_axis;
uniform int tex_color_projection;
uniform mat4 tex_color_projection_transform;
uniform vec3 tex_color_projection_falloff;
uniform int tex_color_projection_falloff_type;
uniform bool tex_color_projection_world_coords;
uniform sampler2D tex_diffuse: source_color;
uniform int tex_diffuse_axis;
uniform int tex_diffuse_projection;
uniform mat4 tex_diffuse_projection_transform;
uniform vec3 tex_diffuse_projection_falloff;
uniform int tex_diffuse_projection_falloff_type;
uniform bool tex_diffuse_projection_world_coords;
varying vec3 position;
varying vec3 normal;
vec3 project(
sampler2D tex,
int mode,
mat4 transform,
vec3 falloff,
int falloff_type,
bool world_coords,
vec2 uv,
) {
switch (mode) {
case 5: // UV
return texture(tex, uv).rgb;
case 4: // Front Projection
return vec3(0.0, 1.0, 0.0);
case 3:
vec3 p = (transform * vec4(position, 1.0)).xyz;
vec3 n = normalize(abs(mat3(transform) * normal));
vec2 uv2 = (n.x > n.y && n.x > n.z) ? vec2(p.z, p.y)
: ((n.y > n.x && n.y > n.z) ? vec2(p.x, p.z) : vec2(p.x, p.y));
return texture(tex, uv2 + 0.5).rgb;
case 2: // Spherical
return vec3(0.0, 0.0, 1.0);
case 1: // Cylindrical
return vec3(1.0, 1.0, 0.0);
case 0: // Planar
return texture(tex, (transform * vec4(position, 1.0)).xz).rgb;
default:
return vec3(0.0);
}
}
void vertex() {
position = VERTEX;
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
}
void fragment() {
vec3 rot = vec3(PI / 4.0, PI / -2.0, PI / -4.0);
mat3 x = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, cos(rot.x), -sin(rot.x)), vec3(0.0, sin(rot.x), cos(rot.x)));
mat3 y = mat3(vec3(cos(rot.y), 0.0, sin(rot.y)), vec3(0.0, 1.0, 0.0), vec3(-sin(rot.y), 0.0, cos(rot.y)));
mat3 z = mat3(vec3(cos(rot.z), -sin(rot.z), 0.0), vec3(sin(rot.z), cos(rot.z), 0.0), vec3(0.0, 0.0, 1.0));
mat3 mat = x * y * z;
normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
ALBEDO = project(
tex_color,
tex_color_projection,
tex_color_projection_transform,
tex_color_projection_falloff,
tex_color_projection_falloff_type,
tex_color_projection_world_coords,
UV2
);
}
/*void light() {
DIFFUSE_LIGHT =project(
tex_diffuse,
tex_diffuse_projection,
tex_diffuse_projection_transform,
tex_diffuse_projection_falloff,
tex_diffuse_projection_falloff_type,
tex_diffuse_projection_world_coords,
UV
);
}*/