Initial commit

This commit is contained in:
2026-02-02 04:50:13 +01:00
commit 5b11698731
22592 changed files with 7677434 additions and 0 deletions

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in vec2 Texcoord;
in vec3 Color;
OUTPUT
uniform UBOOL textured;
uniform sampler2D tex;
void main() {
outColor = vec4(Color, 1.0);
if (UBOOL_TEST(textured)) {
outColor *= texture(tex, Texcoord);
}
}

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in vec3 position1;
in vec3 position2;
in float bone1; // No ints as shader attributes in GLSL 1.20
in float bone2; // No ints as shader attributes in GLSL 1.20
in float boneWeight;
in vec3 normal;
in vec2 texcoord;
out vec2 Texcoord;
out vec3 Color;
struct Light {
vec4 position;
vec3 direction;
vec3 color;
vec4 params;
};
const int lightTypePoint = 1;
const int lightTypeDirectional = 2;
const int lightTypeSpot = 4;
const int maxLights = 10;
const int maxBones = 70;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat3 normalMatrix;
uniform vec4 boneRotation[maxBones];
uniform vec3 bonePosition[maxBones];
uniform Light lights[maxLights];
uniform vec3 ambientColor;
uniform vec3 color;
uniform UBOOL textured;
vec4 eyePosition;
vec3 eyeNormal;
vec3 qrot(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
vec3 pointLight(vec3 position, vec3 color, float falloffNear, float falloffFar) {
vec3 vertexToLight = position - eyePosition.xyz;
float dist = length(vertexToLight);
float attn = clamp((falloffFar - dist) / max(0.001, falloffFar - falloffNear), 0.0, 1.0);
vertexToLight = normalize(vertexToLight);
float incidence = max(0.0, dot(eyeNormal, vertexToLight));
return color * attn * incidence;
}
vec3 directionalLight(vec3 direction, vec3 color) {
float incidence = max(0.0, dot(eyeNormal, -direction));
return color * incidence;
}
vec3 spotLight(vec3 position, vec3 color, float falloffNear, float falloffFar, vec3 direction, float cosInnerAngle, float cosOuterAngle) {
vec3 vertexToLight = position - eyePosition.xyz;
float dist = length(vertexToLight);
float attn = clamp((falloffFar - dist) / max(0.001, falloffFar - falloffNear), 0.0, 1.0);
vertexToLight = normalize(vertexToLight);
float incidence = max(0.0, dot(eyeNormal, vertexToLight));
float cosAngle = max(0.0, dot(vertexToLight, -direction));
float cone = clamp((cosAngle - cosInnerAngle) / max(0.001, cosOuterAngle - cosInnerAngle), 0.0, 1.0);
return color * attn * incidence * cone;
}
void main()
{
Texcoord = texcoord;
// Compute the vertex position in eye-space
vec3 b1 = qrot(boneRotation[int(bone1)], position1) + bonePosition[int(bone1)];
vec3 b2 = qrot(boneRotation[int(bone2)], position2) + bonePosition[int(bone2)];
vec3 modelPosition = mix(b2, b1, boneWeight);
eyePosition = modelViewMatrix * vec4(modelPosition.xyz, 1.0);
// Compute the vertex normal in eye-space
vec3 n1 = qrot(boneRotation[int(bone1)], normal);
vec3 n2 = qrot(boneRotation[int(bone2)], normal);
vec3 modelNormal = normalize(mix(n2, n1, boneWeight));
eyeNormal = normalMatrix * modelNormal;
eyeNormal = normalize(eyeNormal);
// Compute the vertex position in screen-space
gl_Position = projectionMatrix * eyePosition;
// Set the initial vertex color
if (UBOOL_TEST(textured)) {
Color = vec3(1.0);
} else {
Color = color;
}
// Shade the vertex color according to the lights
vec3 lightColor = ambientColor;
for (int i = 0; i < maxLights; i++) {
int type = int(lights[i].position.w);
if (type == lightTypePoint) {
lightColor += pointLight(lights[i].position.xyz, lights[i].color, lights[i].params.x, lights[i].params.y);
} else if (type == lightTypeDirectional) {
lightColor += directionalLight(lights[i].direction, lights[i].color);
} else if (type == lightTypeSpot) {
lightColor += spotLight(lights[i].position.xyz, lights[i].color, lights[i].params.x, lights[i].params.y,
lights[i].direction, lights[i].params.z, lights[i].params.w);
}
}
Color *= clamp(lightColor, 0.0, 1.0);
}

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OUTPUT
uniform float alphaLevel;
void main() {
outColor = vec4(0.0, 0.0, 0.0, alphaLevel);
}

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in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}

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in vec2 Texcoord;
in vec3 Color;
OUTPUT
uniform UBOOL textured;
uniform vec3 color;
uniform sampler2D tex;
void main() {
outColor = vec4(Color, 1.0);
if (UBOOL_TEST(textured)) {
outColor *= texture(tex, Texcoord);
} else {
outColor *= vec4(color, 1.0);
}
}

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in vec3 position;
in vec3 normal;
in vec3 texcoord;
out vec2 Texcoord;
out vec3 Color;
struct Light {
vec4 position;
vec3 direction;
vec3 color;
vec4 params;
};
const int lightTypePoint = 1;
const int lightTypeDirectional = 2;
const int lightTypeSpot = 4;
const int maxLights = 10;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat3 normalMatrix;
uniform UBOOL doubleSided;
uniform vec3 ambientColor;
uniform Light lights[maxLights];
vec4 eyePosition;
vec3 eyeNormal;
vec3 pointLight(vec3 position, vec3 color, float falloffNear, float falloffFar) {
vec3 vertexToLight = position - eyePosition.xyz;
float dist = length(vertexToLight);
float attn = clamp((falloffFar - dist) / max(0.001, falloffFar - falloffNear), 0.0, 1.0);
vertexToLight = normalize(vertexToLight);
float incidence = max(0.0, dot(eyeNormal, vertexToLight));
return color * attn * incidence;
}
vec3 directionalLight(vec3 direction, vec3 color) {
float incidence = max(0.0, dot(eyeNormal, -direction));
return color * incidence;
}
vec3 spotLight(vec3 position, vec3 color, float falloffNear, float falloffFar, vec3 direction, float cosInnerAngle, float cosOuterAngle) {
vec3 vertexToLight = position - eyePosition.xyz;
float dist = length(vertexToLight);
float attn = clamp((falloffFar - dist) / max(0.001, falloffFar - falloffNear), 0.0, 1.0);
vertexToLight = normalize(vertexToLight);
float incidence = max(0.0, dot(eyeNormal, vertexToLight));
float cosAngle = max(0.0, dot(vertexToLight, -direction));
float cone = clamp((cosAngle - cosInnerAngle) / max(0.001, cosOuterAngle - cosInnerAngle), 0.0, 1.0);
return color * attn * incidence * cone;
}
void main() {
if (UBOOL_TEST(doubleSided)) {
Texcoord = vec2(texcoord.x, 1.0 - texcoord.y);
} else {
Texcoord = vec2(1.0 - texcoord.x, 1.0 - texcoord.y);
}
// Compute the vertex position in screen-space
eyePosition = modelViewMatrix * vec4(position.xyz, 1.0);
eyeNormal = normalMatrix * normal;
eyeNormal = normalize(eyeNormal);
gl_Position = projectionMatrix * eyePosition;
// Shade the vertex color according to the lights
vec3 lightColor = ambientColor;
for (int i = 0; i < maxLights; i++) {
int type = int(lights[i].position.w);
if (type == lightTypePoint) {
lightColor += pointLight(lights[i].position.xyz, lights[i].color, lights[i].params.x, lights[i].params.y);
} else if (type == lightTypeDirectional) {
lightColor += directionalLight(lights[i].direction, lights[i].color);
} else if (type == lightTypeSpot) {
lightColor += spotLight(lights[i].position.xyz, lights[i].color, lights[i].params.x, lights[i].params.y,
lights[i].direction, lights[i].params.z, lights[i].params.w);
}
}
Color = clamp(lightColor, 0.0, 1.0);
}

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OUTPUT
void main() {
outColor = vec4(0.0, 0.0, 0.0, 0.5);
}

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in vec3 position1;
in vec3 position2;
in float bone1;
in float bone2;
in float boneWeight;
const int maxBones = 70;
uniform mat4 mvp;
uniform vec4 boneRotation[maxBones];
uniform vec3 bonePosition[maxBones];
uniform vec3 lightDirection;
vec3 qrot(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
void main() {
vec3 b1 = qrot(boneRotation[int(bone1)], position1) + bonePosition[int(bone1)];
vec3 b2 = qrot(boneRotation[int(bone2)], position2) + bonePosition[int(bone2)];
vec3 modelPosition = mix(b2, b1, boneWeight);
// Project the modelPosition to the xz plane
vec3 shadowPosition = modelPosition + lightDirection * (-modelPosition.y / lightDirection.y);
// In case precision problem
shadowPosition.y = 0.0;
gl_Position = mvp * vec4(shadowPosition.xyz, 1.0);
}

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in vec2 Texcoord;
OUTPUT
uniform float fadeLevel;
uniform sampler2D tex;
void main() {
vec4 texColor = texture(tex, Texcoord);
outColor = texColor + vec4(fadeLevel, fadeLevel, fadeLevel, 0) * texColor.a;
}

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in vec2 position;
in vec2 texcoord;
uniform vec2 verOffsetXY;
uniform vec2 verSizeWH;
uniform vec2 viewport;
uniform UBOOL snapToGrid;
out vec2 Texcoord;
void main() {
Texcoord = texcoord;
// Coordinates are [0.0; 1.0], transform to [-1.0; 1.0]
vec2 pos = verOffsetXY + position * verSizeWH;
if (UBOOL_TEST(snapToGrid)) {
// Align vertex coordinates to the native pixel grid
// This ensures text does not get garbled by nearest neighbors scaling
pos.x = floor(pos.x * viewport.x + 0.5) / viewport.x;
pos.y = floor(pos.y * viewport.y + 0.5) / viewport.y;
}
pos.x = pos.x * 2.0 - 1.0;
pos.y = -1.0 * (pos.y * 2.0 - 1.0);
gl_Position = vec4(pos, 0.0, 1.0);
}

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OUTPUT
uniform float fadeLevel;
uniform vec4 color;
void main() {
outColor = color + vec4(fadeLevel, fadeLevel, fadeLevel, 0) * color.a;
}

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in vec2 position;
uniform vec2 verOffsetXY;
uniform vec2 verSizeWH;
uniform vec2 viewport;
uniform UBOOL snapToGrid;
void main() {
// Coordinates are [0.0; 1.0], transform to [-1.0; 1.0]
vec2 pos = verOffsetXY + position * verSizeWH;
if (UBOOL_TEST(snapToGrid)) {
// Align vertex coordinates to the native pixel grid
// This ensures text does not get garbled by nearest neighbors scaling
pos.x = floor(pos.x * viewport.x + 0.5) / viewport.x;
pos.y = floor(pos.y * viewport.y + 0.5) / viewport.y;
}
pos.x = pos.x * 2.0 - 1.0;
pos.y = -1.0 * (pos.y * 2.0 - 1.0);
gl_Position = vec4(pos, 0.0, 1.0);
}