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 vec4 Color;
OUTPUT
void main() {
outColor = Color;
}

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in vec3 position;
uniform highp mat4 projMatrix;
uniform vec4 color;
out vec4 Color;
void main() {
gl_Position = projMatrix * vec4(position, 1.0);
Color = color;
}

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uniform vec4 shadowColor;
OUTPUT
void main() {
outColor = shadowColor;
}

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in vec3 position;
uniform highp mat4 modelMatrix;
uniform highp mat4 viewMatrix;
uniform highp mat4 projMatrix;
void main() {
gl_Position = projMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
}

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in vec4 Color;
OUTPUT
void main() {
outColor = Color;
}

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in vec3 position;
in vec4 color;
uniform highp mat4 viewMatrix;
uniform highp mat4 projMatrix;
out vec4 Color;
void main() {
gl_Position = projMatrix * viewMatrix * vec4(position, 1.0);
Color = color;
}

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in vec4 Color;
uniform float alphaRef;
uniform UBOOL alphaTest;
OUTPUT
void main() {
outColor = Color;
if (UBOOL_TEST(alphaTest) && outColor.a < alphaRef) {
discard;
}
}

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in vec3 position;
uniform highp mat4 projMatrix;
uniform vec4 color;
out vec4 Color;
void main() {
gl_Position = projMatrix * vec4(position, 1.0);
Color = color;
}

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in vec2 Texcoord;
in vec4 Color;
uniform sampler2D tex;
uniform float alphaRef;
uniform UBOOL alphaTest;
uniform UBOOL useTexture;
uniform UBOOL enableFog;
uniform vec4 fogColor;
varying float fogFactor;
OUTPUT
void main() {
outColor = Color;
if (useTexture) {
outColor = texture(tex, Texcoord) * outColor;
}
if (enableFog) {
outColor.rgb = mix(fogColor.rgb, outColor.rgb, fogFactor);
}
if (UBOOL_TEST(alphaTest) && outColor.a < alphaRef) {
discard;
}
}

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in vec3 position;
in vec2 texcoord;
in vec3 normal;
uniform highp mat4 modelMatrix;
uniform highp mat4 viewMatrix;
uniform highp mat4 projMatrix;
uniform highp mat4 normalMatrix;
uniform vec4 ambientLight;
uniform vec4 diffuse;
uniform vec4 ambient;
uniform float fogStart;
uniform float fogEnd;
varying float fogFactor;
struct Light {
vec4 _position;
vec4 _direction;
vec4 _color;
float enabled;
};
const int maxLights = 8;
uniform Light lights[maxLights];
out vec2 Texcoord;
out vec4 Color;
out vec3 Normal;
void main() {
vec4 viewCoords = viewMatrix * modelMatrix * vec4(position, 1.0);
gl_Position = projMatrix * viewCoords;
Texcoord = texcoord;
Color = diffuse;
vec3 light = vec3(0.0, 0.0, 0.0);
vec3 normalEye = normalize((normalMatrix * vec4(normal, 0.0)).xyz);
float fogCoord = abs(viewCoords.z);
fogFactor = clamp((fogEnd - fogCoord) / (fogEnd - fogStart), 0.0, 1.0);
for (int i = 0; i < maxLights; ++i) {
if (lights[i].enabled < 0.0) {
continue;
}
float intensity = 1.0;
vec4 lightPosition = viewMatrix * lights[i]._position;
vec3 vertexToLight = lightPosition.xyz - viewCoords.xyz;
if (lights[i]._direction.w < 0.0) { // Spotlight
vec4 lightDirection = viewMatrix * vec4(lights[i]._direction.xyz, 0.0);
// See DirectX spotlight documentation
float cosAngle = -dot(normalize(vertexToLight), normalize(lightDirection.xyz)); // rho
float cosPenumbra = 0.968912; // cos(1 / 4)
float cosUmbra = 0.877582; // cos(1 / 2)
if (cosAngle <= cosPenumbra) {
if (cosAngle < cosUmbra || cosPenumbra == cosUmbra) {
intensity = 0.0;
} else {
intensity *= (cosAngle - cosUmbra) / (cosPenumbra - cosUmbra);
}
}
}
intensity *= max(0.0, dot(normalEye, normalize(vertexToLight)));
light += lights[i]._color.rgb * intensity;
}
Color.rgb *= light;
Color.rgb += ambient.rgb * ambientLight.rgb;
Color.rgb = clamp(Color.rgb, 0.0, 1.0);
}

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varying vec2 texPos;
uniform sampler2D tex;
uniform UBOOL sepiaMode;
OUTPUT
void main() {
vec4 color = texture2D(tex, texPos);
if (sepiaMode) {
float r = color.r;
float g = color.g;
float b = color.b;
outColor.r = dot(vec3(r, g, b), vec3(0.393, 0.769, 0.189));
outColor.g = dot(vec3(r, g, b), vec3(0.349, 0.686, 0.168));
outColor.b = dot(vec3(r, g, b), vec3(0.272, 0.534, 0.131));
} else {
float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
outColor = vec4(vec3(gray), 1.0);
}
}

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

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in vec4 Color;
OUTPUT
void main() {
outColor = Color;
}

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in vec3 position;
uniform highp mat4 projMatrix;
uniform vec4 color;
out vec4 Color;
void main() {
gl_Position = projMatrix * vec4(position, 1.0);
Color = color;
}

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void main() {
}

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in vec3 position;
uniform highp mat4 modelMatrix;
uniform highp mat4 viewMatrix;
uniform highp mat4 projMatrix;
void main() {
gl_Position = projMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
}

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in vec2 Texcoord;
uniform sampler2D tex;
uniform float alphaRef;
uniform UBOOL alphaTest;
OUTPUT
void main() {
outColor = texture(tex, Texcoord);
if (UBOOL_TEST(alphaTest) && outColor.a < alphaRef) {
discard;
}
}

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in vec3 position;
in vec3 normal;
in vec2 texcoord;
out vec2 Texcoord;
uniform highp mat4 modelMatrix;
uniform highp mat4 viewMatrix;
uniform highp mat4 projMatrix;
void main() {
gl_Position = projMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
Texcoord = texcoord;
}

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in vec2 Texcoord;
in vec4 Color;
uniform sampler2D tex;
uniform float alphaRef;
uniform UBOOL alphaTest;
OUTPUT
void main() {
outColor = Color * texture(tex, Texcoord);
if (UBOOL_TEST(alphaTest) && outColor.a < alphaRef) {
discard;
}
}

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in vec3 position;
in vec2 texcoord;
in vec4 color;
uniform highp mat4 projMatrix;
uniform highp mat3 transform;
out vec2 Texcoord;
out vec4 Color;
void main() {
vec3 transformed_position = transform * vec3(position);
gl_Position = projMatrix * vec4(transformed_position.x, transformed_position.y, transformed_position.z, 1.0);
Texcoord = texcoord;
Color = color;
}