130 lines
2.1 KiB
GLSL
130 lines
2.1 KiB
GLSL
[vertex]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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attribute highp vec4 vertex_attrib; // attrib:0
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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attribute vec3 cube_in; // attrib:4
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#else
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attribute vec2 uv_in; // attrib:4
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#endif
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attribute vec2 uv2_in; // attrib:5
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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varying vec3 cube_interp;
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#else
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varying vec2 uv_interp;
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#endif
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varying vec2 uv2_interp;
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#ifdef USE_COPY_SECTION
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uniform vec4 copy_section;
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#endif
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void main() {
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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cube_interp = cube_in;
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#else
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uv_interp = uv_in;
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#endif
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uv2_interp = uv2_in;
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gl_Position = vertex_attrib;
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#ifdef USE_COPY_SECTION
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uv_interp = copy_section.xy + uv_interp * copy_section.zw;
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gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
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#endif
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}
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[fragment]
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#define M_PI 3.14159265359
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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varying vec3 cube_interp;
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#else
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varying vec2 uv_interp;
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#endif
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#ifdef USE_CUBEMAP
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uniform samplerCube source_cube; // texunit:0
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#else
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uniform sampler2D source; // texunit:0
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#endif
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varying vec2 uv2_interp;
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#ifdef USE_MULTIPLIER
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uniform float multiplier;
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#endif
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#ifdef USE_CUSTOM_ALPHA
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uniform float custom_alpha;
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#endif
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#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO)
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vec4 texturePanorama(sampler2D pano, vec3 normal) {
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vec2 st = vec2(
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atan(normal.x, normal.z),
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acos(normal.y)
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);
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if(st.x < 0.0)
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st.x += M_PI*2.0;
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st/=vec2(M_PI*2.0,M_PI);
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return texture2D(pano,st);
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}
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#endif
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void main() {
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#ifdef USE_PANORAMA
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vec4 color = texturePanorama(source, normalize(cube_interp));
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#elif defined(USE_CUBEMAP)
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vec4 color = textureCube(source_cube, normalize(cube_interp));
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#else
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vec4 color = texture2D( source, uv_interp );
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#endif
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#ifdef USE_NO_ALPHA
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color.a=1.0;
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#endif
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#ifdef USE_CUSTOM_ALPHA
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color.a=custom_alpha;
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#endif
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#ifdef USE_MULTIPLIER
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color.rgb *= multiplier;
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#endif
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gl_FragColor = color;
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}
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