Mercurial > touhou
view pytouhou/ui/shaders/eosd.py @ 401:3ce4065840e9
Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 14 Feb 2013 20:07:23 +0100 |
parents | 346614f788f1 |
children | a71b912b45b7 |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2012 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> ## ## This program is free software; you can redistribute it and/or modify ## it under the terms of the GNU General Public License as published ## by the Free Software Foundation; version 3 only. ## ## This program is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ## GNU General Public License for more details. ## from pytouhou.ui.shader import Shader class GameShader(Shader): def __init__(self): Shader.__init__(self, [''' #version 120 attribute vec3 in_position; attribute vec2 in_texcoord; attribute vec4 in_color; uniform mat4 mvp; varying vec2 texcoord; varying vec4 color; void main() { gl_Position = mvp * vec4(in_position, 1.0); texcoord = in_texcoord; color = in_color; } '''], [''' #version 120 varying vec2 texcoord; varying vec4 color; uniform sampler2D color_map; void main() { gl_FragColor = texture2D(color_map, texcoord) * color; } ''']) class BackgroundShader(Shader): def __init__(self): Shader.__init__(self, [''' #version 120 attribute vec3 in_position; attribute vec2 in_texcoord; attribute vec4 in_color; uniform mat4 mvp; varying vec2 texcoord; varying vec4 color; void main() { gl_Position = mvp * vec4(in_position, 1.0); texcoord = in_texcoord; color = in_color; } '''], [''' #version 120 varying vec2 texcoord; varying vec4 color; uniform sampler2D color_map; uniform float fog_scale; uniform float fog_end; uniform vec4 fog_color; void main() { vec4 temp_color = texture2D(color_map, texcoord) * color; float depth = gl_FragCoord.z / gl_FragCoord.w; float fog_density = clamp((fog_end - depth) * fog_scale, 0.0f, 1.0f); gl_FragColor = vec4(mix(fog_color, temp_color, fog_density).rgb, temp_color.a); } '''])