added missing shaders
This commit is contained in:
parent
07438ae5c1
commit
0104dd8ada
6 changed files with 130 additions and 2 deletions
|
@ -17,7 +17,7 @@
|
||||||
|
|
||||||
(define (ornament-colour) (vector 0.7 0.7 0.7))
|
(define (ornament-colour) (vector 0.7 0.7 0.7))
|
||||||
(define (pickup-colour) (vector 1 1 1))
|
(define (pickup-colour) (vector 1 1 1))
|
||||||
(define (earth-colour) (vector 0.1 0.1 0.1))
|
(define (earth-colour) (vector 0.2 0.15 0.1))
|
||||||
(define (dust-colour) (vmul (vector 0.05 0.05 0.05) (* 2 (rndf))))
|
(define (dust-colour) (vmul (vector 0.05 0.05 0.05) (* 2 (rndf))))
|
||||||
(define (stones-colour) (vmul (vector 0.5 0.5 0.5) (* (crndf) 0.5)))
|
(define (stones-colour) (vmul (vector 0.5 0.5 0.5) (* (crndf) 0.5)))
|
||||||
(define (alive-colour) (vmul (vector 1 1 1) (+ 0.5 (* (rndf) 0.5))))
|
(define (alive-colour) (vmul (vector 1 1 1) (+ 0.5 (* (rndf) 0.5))))
|
||||||
|
@ -34,7 +34,7 @@
|
||||||
(define fin-grow-prob 200)
|
(define fin-grow-prob 200)
|
||||||
(define max-fins-per-twig 5)
|
(define max-fins-per-twig 5)
|
||||||
|
|
||||||
(define above-fog-col (vector 1 1 1))
|
(define above-fog-col (vector 0.9 1 0.95))
|
||||||
(define above-fog-strength 0.01)
|
(define above-fog-strength 0.01)
|
||||||
(define ground-change-duration 4)
|
(define ground-change-duration 4)
|
||||||
|
|
||||||
|
|
0
plant-eyes/shaders/plant-eyes.scm~
Normal file
0
plant-eyes/shaders/plant-eyes.scm~
Normal file
58
plant-eyes/shaders/twig.frag.glsl
Normal file
58
plant-eyes/shaders/twig.frag.glsl
Normal file
|
@ -0,0 +1,58 @@
|
||||||
|
varying vec3 N;
|
||||||
|
varying vec3 L;
|
||||||
|
varying vec3 V;
|
||||||
|
varying vec2 T;
|
||||||
|
uniform sampler2D Maps[3];
|
||||||
|
uniform sampler2D NormalMap;
|
||||||
|
uniform float Time;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec3 bump = normalize(texture2D(NormalMap,T).xyz*2.0-1.0)-vec3(0,0,1);
|
||||||
|
vec3 n = normalize(N);
|
||||||
|
vec3 bn = normalize(N);//+bump*2.0);
|
||||||
|
vec3 l = normalize(L);
|
||||||
|
vec3 v = normalize(V);
|
||||||
|
|
||||||
|
float HighlightSize=0.1;
|
||||||
|
float ShadowSize=0.2;
|
||||||
|
float OutlineWidth=0.2;
|
||||||
|
|
||||||
|
vec4 MidColour=gl_FrontMaterial.diffuse;
|
||||||
|
vec4 HighlightColour=MidColour*1.3;
|
||||||
|
vec4 ShadowColour=MidColour*0.6;
|
||||||
|
MidColour.a=1.0;
|
||||||
|
HighlightColour.a=1.0;
|
||||||
|
ShadowColour.a=1.0;
|
||||||
|
|
||||||
|
vec4 texture;
|
||||||
|
float t = fract(Time*0.1)*3.0;
|
||||||
|
if (t<1.0) // mix bet 0 and 1
|
||||||
|
{
|
||||||
|
texture = mix(texture2D(Maps[0], T*10),texture2D(Maps[1], T*10),t);
|
||||||
|
}
|
||||||
|
else if (t<2.0 && t>1.0) // mix bet 1 and 2
|
||||||
|
{
|
||||||
|
texture = mix(texture2D(Maps[1], T*10),texture2D(Maps[2], T*10),t-1.0);
|
||||||
|
}
|
||||||
|
else // mix bet 2 and 0
|
||||||
|
{
|
||||||
|
texture = mix(texture2D(Maps[2], T*10),texture2D(Maps[0], T*10),t-2.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
float lambert = dot(l,bn);
|
||||||
|
vec4 colour = MidColour;
|
||||||
|
if (lambert > 1.0-HighlightSize) colour = HighlightColour;
|
||||||
|
if (lambert < ShadowSize) colour = ShadowColour;
|
||||||
|
|
||||||
|
if (dot(n,v) < OutlineWidth) colour = vec4(0,0,0,1);
|
||||||
|
|
||||||
|
|
||||||
|
if (dot(n,v) < 0.0) colour = MidColour*texture*0.5;
|
||||||
|
|
||||||
|
// add linear fog
|
||||||
|
//float fog_factor = clamp((gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale, 0.0, 1.0);
|
||||||
|
//gl_FragColor = mix(gl_Fog.color, colour, fog_factor);
|
||||||
|
gl_FragColor = colour;
|
||||||
|
|
||||||
|
}
|
36
plant-eyes/shaders/twig.frag.glsl_old
Normal file
36
plant-eyes/shaders/twig.frag.glsl_old
Normal file
|
@ -0,0 +1,36 @@
|
||||||
|
varying vec3 N;
|
||||||
|
varying vec3 L;
|
||||||
|
varying vec3 V;
|
||||||
|
varying vec2 T;
|
||||||
|
uniform sampler2D BaseMap;
|
||||||
|
uniform sampler2D AltMap;
|
||||||
|
uniform sampler2D NormalMap;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec3 bump = normalize(texture2D(NormalMap,T).xyz*2.0-1.0)-vec3(0,0,1);
|
||||||
|
vec3 n = normalize(N)//+bump*5.0);
|
||||||
|
vec3 l = normalize(L);
|
||||||
|
vec3 v = normalize(V);
|
||||||
|
|
||||||
|
float HighlightSize=0.1;
|
||||||
|
float ShadowSize=0.2;
|
||||||
|
float OutlineWidth=0.2;
|
||||||
|
|
||||||
|
vec4 MidColour=gl_FrontMaterial.diffuse;
|
||||||
|
vec4 HighlightColour=MidColour*2.0;
|
||||||
|
vec4 ShadowColour=MidColour*0.5;
|
||||||
|
HighlightColour.a=1.0;
|
||||||
|
ShadowColour.a=1.0;
|
||||||
|
|
||||||
|
float lambert = dot(l,n);
|
||||||
|
vec4 colour = vec4(MidColour.xyz*lambert,1);
|
||||||
|
if (lambert > 1.0-HighlightSize) colour = HighlightColour;
|
||||||
|
if (lambert < ShadowSize) colour = ShadowColour;
|
||||||
|
if (dot(n,v) < OutlineWidth) colour = vec4(0,0,0,1);
|
||||||
|
if (dot(n,v) < 0.0) colour = MidColour;//*texture2D(BaseMap, T);
|
||||||
|
|
||||||
|
colour = mix(colour+texture2D(AltMap, T*10.0),colour,smoothstep(4.0,8.0,length(V)));
|
||||||
|
colour.a *= smoothstep(2.0,6.0,length(V));
|
||||||
|
gl_FragColor = colour;
|
||||||
|
}
|
18
plant-eyes/shaders/twig.vert.glsl
Normal file
18
plant-eyes/shaders/twig.vert.glsl
Normal file
|
@ -0,0 +1,18 @@
|
||||||
|
// Copyright (C) 2007 Dave Griffiths
|
||||||
|
// Licence: GPLv2 (see COPYING)
|
||||||
|
varying vec3 N;
|
||||||
|
varying vec3 P;
|
||||||
|
varying vec3 V;
|
||||||
|
varying vec3 L;
|
||||||
|
varying vec2 T;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
N = normalize(gl_NormalMatrix*gl_Normal);
|
||||||
|
P = gl_Vertex.xyz;
|
||||||
|
V = -vec3(gl_ModelViewMatrix*gl_Vertex);
|
||||||
|
vec4 LightPos = gl_LightSource[1].position;
|
||||||
|
L = vec3((LightPos-gl_Vertex));
|
||||||
|
T = gl_MultiTexCoord0.xy;
|
||||||
|
gl_Position = ftransform();
|
||||||
|
}
|
16
plant-eyes/shaders/twig.vert.glsl_old
Normal file
16
plant-eyes/shaders/twig.vert.glsl_old
Normal file
|
@ -0,0 +1,16 @@
|
||||||
|
varying vec3 N;
|
||||||
|
varying vec3 P;
|
||||||
|
varying vec3 V;
|
||||||
|
varying vec3 L;
|
||||||
|
varying vec2 T;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
N = normalize(gl_NormalMatrix*gl_Normal);
|
||||||
|
P = gl_Vertex.xyz;
|
||||||
|
V = -vec3(gl_ModelViewMatrix*gl_Vertex);
|
||||||
|
vec4 LightPos = gl_LightSource[1].position;
|
||||||
|
L = vec3(gl_ModelViewMatrix*(LightPos-gl_Vertex));
|
||||||
|
T = gl_MultiTexCoord0.xy;
|
||||||
|
gl_Position = ftransform();
|
||||||
|
}
|
Loading…
Reference in a new issue