Files
mhlib/godot/starforce/starforce.gdshader
2023-05-31 01:10:56 +02:00

100 lines
2.5 KiB
Plaintext

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) ? p.zy
: ((n.y > n.x && n.y > n.z) ? p.zx : p.xy);
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)).zx + 0.5).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() {
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
);
}