Test
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/*
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HOW TO USE:
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edit functions "cust1 cust2 cust3" for custom functions 7 8 and 9.
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The distortion function is in "geomfunc".
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cam is player eye position, to make F5 model viewing easy,
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you don't have to use this in the functions.
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NOTES:
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P is gl_Vertex.
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p is P.xyz-eye.
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dpos is velocity (jittery at the moment, not sure why).
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*/
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#include "uniforms.glsl"
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#include "functionlibs.glsl"
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const float E = 2.718281828459045;
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const float PI= 3.14159265359;
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vec3 dir=playerLookVector;
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//CUSTOM WARP FUNCTIONS
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// pos | velocity|campos |headpos |dist | variable| pos xyz |time | world pos |
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vec3 cust1(vec3 p,vec3 vel,vec3 cam,vec3 eye,float d, float J, float x,float y,float z,float t,float X,float Y,float Z){
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p=mat3(gbufferModelView)*p;
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p.z-=d/1.1;
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p=mat3(gbufferModelViewInverse)*p;
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return p;
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}
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vec4 rot4(vec4 p,vec4 q){
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return(qmul(qmul(q,p),-q));
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}
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vec3 torusify(vec3 p,vec3 cam,float J){
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float K=J/2;
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p.y=tanh((p.y-cam.y)/K)*K;
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p.y-=K;
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p.xy=vec2(-sin(p.x*PI/J)*p.y,cos(p.x*PI/J)*p.y)+vec2(0,K);
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p.y+=K;
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p.zy=vec2(sin(p.z*PI/J)*p.y,cos(p.z*PI/J)*p.y)-vec2(0,K);
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return p;
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}
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vec3 camtor(vec3 cam,vec3 vx,float J){
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return vx;
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}
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vec3 cust2(vec3 p,vec3 vel,vec3 cam,vec3 eye,float d, float J, float x,float y,float z,float t,float X,float Y,float Z){
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p=torusify(p+cam,cam,J)-torusify(cam,cam,J);
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vec3 vx=normalize(torusify(cam+vec3(0.01,0,0),cam,J)-torusify(cam,cam,J));
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vec3 vy=normalize(torusify(cam+vec3(0,0.01,0),cam,J)-torusify(cam,cam,J));
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vec3 vz=normalize(torusify(cam+vec3(0,0,0.01),cam,J)-torusify(cam,cam,J));
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mat3 dirc=mat3(vx,vy,vz);
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p=inverse(dirc)*p;
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return p;
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}
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vec3 cust3(vec3 p,vec3 vel,vec3 cam,vec3 eye,float d, float J, float x,float y,float z,float t,float X,float Y,float Z){
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float a=(sin(t/6)*d)/J;
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mat3 NIL = mat3(
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cos(a),0,-sin(a),
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0,1,0,
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sin(a),0,cos(a));
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return p*NIL;
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}
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#define MODE 0 // [0 1 2 3 4 5 6 7 8 9]
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#define J 16 // [1 2 4 8 16 32 64 128 256 512]
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#define f5_distance 1 // [1 2 3 4 5 6 7 8 9 10]
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//this is the function that warps space
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vec4 geomfunc(vec4 P){
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//basic variables
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vec3 cam=eyePosition;
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vec3 eye=relativeEyePosition;
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vec3 p=P.xyz+eye;
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vec3 dpos=(cameraPosition-previousCameraPosition)/frameTime;
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float x=p.x,y=p.y,z=p.z,w=gl_Vertex.w,t=(frameTimeCounter);
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float X=x+cameraPosition.x,Y=y+cameraPosition.y,Z=z+cameraPosition.z;
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float d=length(p.xyz)/J;
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//Solv geodesic approximation matrix that I found myself.
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vec2 o =rot(vec2(J,0),frameTimeCounter);
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mat3 SOLV=mat3(
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pow(2,-y/J), 0, 0,
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x/J, 1, -z/J,
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0, 0, pow(2,y/J));
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switch (MODE){
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case 0:
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p=inv(p,vec3(o.y,0,o.x));;
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break;
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case 1:
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p=inv(p,vec3(o.x,o.y,0));;
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break;
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case 2:
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p=inv(p,vec3(0,o.x,o.y));;
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break;
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case 3:
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p+=dpos*d/J;
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break;
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case 4:
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p=inv(p,vec3(0,J,0));;
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break;
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case 5:
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p=inv(p,vec3(0,-J,0));;
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break;
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case 6:
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p=p*SOLV;;
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break;
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//custom 1
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case 7:
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p=cust1(p,dpos,cam,eye,length(p.xyz),J,x,y,z,t,X,Y,Z);
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break;
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//custom 2
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case 8:
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p=cust2(p,dpos,cam,eye,length(p.xyz),J,x,y,z,t,X,Y,Z);
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break;
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//custom 3
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case 9:
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p=cust3(p,dpos,cam,eye,length(p.xyz),J,x,y,z,t,X,Y,Z);
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break;
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default:
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p=p;
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break;
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}
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return vec4(p-(eye*f5_distance),gl_Vertex.w);
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}
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/*
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vec3 cust1(vec3 p,vec3 velocity,vec3 cam,vec3 eye,float d, float J, float x,float y,float z,float t,float X,float Y,float Z){
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p=mat3(gbufferModelView)*p;
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p.z-=d/1.1;
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p=mat3(gbufferModelViewInverse)*p;
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return p;
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}
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*/
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@@ -0,0 +1,100 @@
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//Basic functions that should exist in glsl already, why arent they built in
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float pow2(float a){return pow(2,a);}
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vec2 pow2(vec2 a){return vec2(pow(2,a.x),pow(2,a.y));}
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vec3 pow2(vec3 a){return vec3(pow(2,a.x),pow(2,a.y),pow(2,a.z));}
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vec4 pow2(vec4 a){return vec4(pow(2,a.x),pow(2,a.y),pow(2,a.z),pow(2,a.w));}
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float dot2(float a){return a*a;}
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float dot2(vec2 a){return dot(a,a);}
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float dot2(vec3 a){return dot(a,a);}
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float dot2(vec4 a){return dot(a,a);}
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float mix3(float a,float b,float c,float fac){return mix(mix(a,b,fac),mix(b,c,fac),fac);}
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vec2 mix3(vec2 a,vec2 b,vec2 c,float fac){return mix(mix(a,b,fac),mix(b,c,fac),fac);}
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vec3 mix3(vec3 a,vec3 b,vec3 c,float fac){return mix(mix(a,b,fac),mix(b,c,fac),fac);}
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vec4 mix3(vec4 a,vec4 b,vec4 c,float fac){return mix(mix(a,b,fac),mix(b,c,fac),fac);}
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float mix4(float a,float b,float c,float d,float fac){return mix(mix(mix(a,b,fac),mix(b,c,fac),fac),mix(mix(b,c,fac),mix(c,d,fac),fac),fac);}
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vec2 mix4(vec2 a,vec2 b,vec2 c,vec2 d,float fac){return mix(mix(mix(a,b,fac),mix(b,c,fac),fac),mix(mix(b,c,fac),mix(c,d,fac),fac),fac);}
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vec3 mix4(vec3 a,vec3 b,vec3 c,vec3 d,float fac){return mix(mix(mix(a,b,fac),mix(b,c,fac),fac),mix(mix(b,c,fac),mix(c,d,fac),fac),fac);}
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vec4 mix4(vec4 a,vec4 b,vec4 c,vec4 d,float fac){return mix(mix(mix(a,b,fac),mix(b,c,fac),fac),mix(mix(b,c,fac),mix(c,d,fac),fac),fac);}
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mat3 rotation3d(vec3 axis, float angle) {
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axis = normalize(axis);
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float s = sin(angle);
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float c = cos(angle);
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float oc = 1.0 - c;
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return mat3(
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oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s,
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oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s,
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oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c
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);
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}
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//Super basic 2D rotation function.
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vec2 rot(vec2 p,float a){vec2 A = p.xy*mat2(cos(a),sin(a),-sin(a),cos(a));return A;}
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//Inversion function.
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vec3 inv(vec3 p,vec3 ofset){
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p+=ofset;
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p=normalize(p)*(dot2(ofset)/length(p));
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p=reflect(p,normalize(ofset));
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return p+ofset;
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}
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//Inversion function with inverted inversion position.
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vec3 inv2(vec3 p,vec3 dpos){
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return length(dpos)>0.0001?inv(p,normalize(dpos)*(1/length(dpos))):p;
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}
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//quaternion stuff
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vec4 qmul(vec4 a, vec4 b) {
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return vec4(
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a.w * b.xyz + b.w * a.xyz + cross(a.xyz, b.xyz),
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a.w * b.w - dot(a.xyz, b.xyz)
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);
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}
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vec4 qinv(vec4 a){
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return normalize(a)*(1./length(a));
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}
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vec3 qrot(vec3 pos, vec3 axis, float angle) {
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vec4 q = vec4(sin(angle / 2.0) * axis, cos(angle / 2.0));
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vec4 partial = qmul(q, vec4(pos, 0));
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// Skip calculating the real part, since it's always 0
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return -partial.w * q.xyz + q.w * partial.xyz + cross(q.xyz, partial.xyz);
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}
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vec3 getm(mat3 matr){
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return vec3(matr[0][0],matr[1][1],matr[2][2]);
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}
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/*
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y=y-(J/2);
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vec4 P=vec4(sin(x*PI/J)*(J/2),cos(z*PI/J)*y,-sin(z*PI/J)*y,cos(x*PI/J));
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p=P.xyz/(1+P.w);
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return (P.xyz/(1+P.w))+vec3(0,J/4,0);
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mat3 NIL = mat3(
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cos(a)*cosh(a),0,-sin(a)*cosh(a),
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0,1,0,
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sin(a)*cosh(a),0,cos(a)*cosh(a));
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mat3 NIL2 = mat3(
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cos(a)*cosh(a),-sin(a)*cosh(a),0,
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sin(a)*cosh(a),cos(a)*cosh(a),0,
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0,0,1);
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mat3 SOLV=mat3(
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exp(-y/J), 0, 0,
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x/J, 1, -z/J,
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0, 0, exp(y/J));
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mat3 SOLV2=mat3(
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exp(z/J), 0, 0,
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0, exp(-z/J),0,
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-x/J, y/J, 1);
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*/
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@@ -0,0 +1,10 @@
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#version 120
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varying vec4 color;
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void main()
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{
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gl_FragData[0] = color;
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}
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@@ -0,0 +1,30 @@
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#version 120
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#include "common.glsl"
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varying vec4 color;
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void main()
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{
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vec4 position = gl_ModelViewMatrix * gl_Vertex;
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position = gbufferModelViewInverse * position;
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position = geomfunc(position);
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position = gbufferModelView * position;
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gl_Position = gl_ProjectionMatrix * position;
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gl_FogFragCoord = sqrt(position.x * position.x + position.y * position.y + position.z * position.z);
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color = gl_Color;
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}
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@@ -0,0 +1,17 @@
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#version 120
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uniform sampler2D texture;
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uniform sampler2D lightmap;
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varying vec4 color;
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varying vec4 texcoord;
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varying vec4 lmcoord;
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void main()
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{
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gl_FragData[0] = texture2D(texture, texcoord.st) * texture2D(lightmap, lmcoord.st) * color;
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gl_FragData[0].rgb = gl_FragData[0].rgb;
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}
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@@ -0,0 +1,34 @@
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#version 120
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#include "common.glsl"
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varying vec4 color;
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varying vec4 texcoord;
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varying vec4 lmcoord;
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void main()
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{
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vec4 position = gl_ModelViewMatrix * gl_Vertex;
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position = gbufferModelViewInverse * position;
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position=geomfunc(position);
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position = gbufferModelView * position;
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gl_Position = gl_ProjectionMatrix * position;
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gl_FogFragCoord = sqrt(position.x * position.x + position.y * position.y + position.z * position.z);
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texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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color = gl_Color;
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lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1;
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}
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@@ -0,0 +1,15 @@
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#version 120
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uniform sampler2D texture;
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uniform sampler2D lightmap;
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varying vec4 color;
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varying vec4 texcoord;
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varying vec4 lmcoord;
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void main()
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{
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gl_FragData[0] = texture2D(texture, texcoord.st) * texture2D(lightmap, lmcoord.st) * color;
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}
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@@ -0,0 +1,19 @@
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#version 120
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varying vec4 color;
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varying vec4 texcoord;
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varying vec4 lmcoord;
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void main()
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{
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gl_Position = ftransform();
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texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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color = gl_Color;
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lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1;
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}
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@@ -0,0 +1,13 @@
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#version 120
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//Upper & lower parts of the sky
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varying vec4 color;
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void main()
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{
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gl_FragData[0] = color;
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gl_FragData[0].rgb = mix(gl_FragData[0].rgb, gl_Fog.color.rgb, clamp((gl_FogFragCoord - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0));
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}
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@@ -0,0 +1,18 @@
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#version 120
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//Upper & lower parts of the sky
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varying vec4 color;
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void main()
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{
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vec4 position = gl_ModelViewMatrix * gl_Vertex;
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gl_Position = gl_ProjectionMatrix * position;
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gl_FogFragCoord = sqrt(position.x * position.x + position.y * position.y + position.z * position.z);
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color = gl_Color;
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}
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@@ -0,0 +1,14 @@
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#version 120
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//Sun & moon
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uniform sampler2D texture;
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varying vec4 color;
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varying vec4 texcoord;
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void main()
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{
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gl_FragData[0] = texture2D(texture, texcoord.st) * color;
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}
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@@ -0,0 +1,17 @@
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#version 120
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//Sun & moon
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varying vec4 color;
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varying vec4 texcoord;
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void main()
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{
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gl_Position = ftransform();
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texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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color = gl_Color;
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}
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@@ -0,0 +1,17 @@
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#version 120
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uniform sampler2D texture;
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uniform sampler2D lightmap;
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varying vec4 color;
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varying vec4 texcoord;
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varying vec4 lmcoord;
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void main()
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{
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gl_FragData[0] = texture2D(texture, texcoord.st) * texture2D(lightmap, lmcoord.st) * color;
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gl_FragData[0].rgb = mix(gl_FragData[0].rgb, gl_Fog.color.rgb, clamp((gl_FogFragCoord - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0));
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}
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@@ -0,0 +1,40 @@
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#version 120
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#include "common.glsl"
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varying vec4 color;
|
||||
varying vec4 texcoord;
|
||||
varying vec4 lmcoord;
|
||||
|
||||
|
||||
vec2 rot(float a, float A, float B){
|
||||
return vec2((cos(a)*A)+(sin(a)*B),(-sin(a)*A)+(cos(a)*B));
|
||||
}
|
||||
void main()
|
||||
{
|
||||
vec4 p = gl_ModelViewMatrix * gl_Vertex;
|
||||
|
||||
|
||||
p = gbufferModelViewInverse * p;
|
||||
|
||||
|
||||
p = geomfunc(p);
|
||||
|
||||
p = gbufferModelView * p;
|
||||
|
||||
|
||||
gl_Position = gl_ProjectionMatrix * p;
|
||||
|
||||
|
||||
gl_FogFragCoord = 1;
|
||||
|
||||
|
||||
texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
||||
color = gl_Color;
|
||||
|
||||
lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1;
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
#version 120
|
||||
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform sampler2D lightmap;
|
||||
|
||||
varying vec4 color;
|
||||
varying vec4 texcoord;
|
||||
varying vec4 lmcoord;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragData[0] = texture2D(texture, texcoord.st) * texture2D(lightmap, lmcoord.st) * color;
|
||||
|
||||
gl_FragData[0].rgb = mix(gl_FragData[0].rgb, gl_Fog.color.rgb, clamp((gl_FogFragCoord - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0));
|
||||
}
|
||||
@@ -0,0 +1,40 @@
|
||||
#version 120
|
||||
|
||||
#include "common.glsl"
|
||||
|
||||
|
||||
//#define WORLD_SPACE //Implements the deformation in World Space. Uses Screen Space if not enabled.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
varying vec4 color;
|
||||
varying vec4 texcoord;
|
||||
varying vec4 lmcoord;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 position = gl_ModelViewMatrix * gl_Vertex;
|
||||
|
||||
|
||||
position = gbufferModelViewInverse * position;
|
||||
|
||||
position = geomfunc(position);
|
||||
|
||||
position = gbufferModelView * position;
|
||||
|
||||
|
||||
gl_Position = gl_ProjectionMatrix * position;
|
||||
|
||||
|
||||
gl_FogFragCoord = sqrt(position.x * position.x + position.y * position.y + position.z * position.z);
|
||||
|
||||
|
||||
texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
||||
color = gl_Color;
|
||||
|
||||
lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1;
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
#version 120
|
||||
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform sampler2D lightmap;
|
||||
|
||||
varying vec4 color;
|
||||
varying vec4 texcoord;
|
||||
varying vec4 lmcoord;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragData[0] = texture2D(texture, texcoord.st) * texture2D(lightmap, lmcoord.st) * color;
|
||||
|
||||
gl_FragData[0].rgb = mix(gl_FragData[0].rgb, gl_Fog.color.rgb, clamp((gl_FogFragCoord - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0));
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
#version 120
|
||||
|
||||
#include "common.glsl"
|
||||
|
||||
|
||||
//#define WORLD_SPACE //Implements the deformation in World Space. Uses Screen Space if not enabled.
|
||||
|
||||
|
||||
|
||||
varying vec4 color;
|
||||
varying vec4 texcoord;
|
||||
varying vec4 lmcoord;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 position = gl_ModelViewMatrix * gl_Vertex;
|
||||
|
||||
|
||||
position = gbufferModelViewInverse * position;
|
||||
|
||||
position = geomfunc(position);
|
||||
|
||||
position = gbufferModelView * position;
|
||||
|
||||
|
||||
gl_Position = gl_ProjectionMatrix * position;
|
||||
|
||||
|
||||
gl_FogFragCoord = sqrt(position.x * position.x + position.y * position.y + position.z * position.z);
|
||||
|
||||
|
||||
texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
||||
color = gl_Color;
|
||||
|
||||
lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1;
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
#version 120
|
||||
|
||||
|
||||
uniform sampler2D texture;
|
||||
|
||||
varying vec4 color;
|
||||
varying vec4 texcoord;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragData[0] = texture2D(texture, texcoord.st) * color;
|
||||
|
||||
gl_FragData[0].rgb = mix(gl_FragData[0].rgb, gl_Fog.color.rgb, clamp((gl_FogFragCoord - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0));
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
#version 120
|
||||
|
||||
#include "common.glsl"
|
||||
|
||||
//#define WORLD_SPACE //Implements the deformation in World Space. Uses Screen Space if not enabled.
|
||||
|
||||
|
||||
|
||||
varying vec4 color;
|
||||
varying vec4 texcoord;
|
||||
varying vec4 lmcoord;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 position = gl_ModelViewMatrix * gl_Vertex;
|
||||
|
||||
|
||||
position = gbufferModelViewInverse * position;
|
||||
|
||||
position = geomfunc(position);
|
||||
|
||||
position = gbufferModelView * position;
|
||||
|
||||
|
||||
gl_Position = gl_ProjectionMatrix * position;
|
||||
|
||||
|
||||
gl_FogFragCoord = sqrt(position.x * position.x + position.y * position.y + position.z * position.z);
|
||||
|
||||
|
||||
texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
||||
color = gl_Color;
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
option.J=Scale
|
||||
option.J.comment=Scale of the world.
|
||||
option.MODE=Distortion Mode
|
||||
option.MODE.comment 0: Rotation zx\n1: Rotation xy\n2: Rotation yz\n3: Relativity (Jittery)\n4: Uptown\n5: Downtown\n6: Solv Geodesics\n7: Custom 1\n8: Custom 2\n9: Custom 3
|
||||
option.f5_distance F5 Distance
|
||||
option.f5_distance.comment Camera distance when you press F5
|
||||
@@ -0,0 +1,12 @@
|
||||
|
||||
#Properties:
|
||||
frustum.culling=false
|
||||
|
||||
sliders J
|
||||
|
||||
#Custom Uniforms
|
||||
variable.float.cameraSmoothX = smooth(((cameraPositionInt.x+cameraPositionFract.x)-(previousCameraPositionInt.x+previousCameraPositionFract.x))/frameTime, 1, 1)
|
||||
variable.float.cameraSmoothY = smooth(((cameraPositionInt.y+cameraPositionFract.y)-(previousCameraPositionInt.y+previousCameraPositionFract.y))/frameTime, 1, 1)
|
||||
variable.float.cameraSmoothZ = smooth(((cameraPositionInt.z+cameraPositionFract.z)-(previousCameraPositionInt.z+previousCameraPositionFract.z))/frameTime, 1, 1)
|
||||
|
||||
uniform.vec3.cameraSmooth = vec3(cameraSmoothX, cameraSmoothY,cameraSmoothZ)
|
||||
@@ -0,0 +1,39 @@
|
||||
uniform mat4 gbufferModelView;
|
||||
uniform mat4 gbufferModelViewInverse;
|
||||
uniform mat4 gbufferPreviousModelView;
|
||||
uniform mat4 gbufferPreviousProjection;
|
||||
uniform mat4 gbufferProjection;
|
||||
uniform mat4 gbufferProjectionInverse;
|
||||
|
||||
uniform vec3 cameraPosition;
|
||||
uniform vec3 cameraPositionFract;
|
||||
uniform vec3 cameraPositionInt;
|
||||
uniform vec3 cameraOffset;
|
||||
uniform vec3 playerLookVector;
|
||||
uniform vec3 upPosition;
|
||||
uniform vec3 previousCameraPosition;
|
||||
uniform vec3 previousCameraPositionFract;
|
||||
uniform vec3 previousCameraPositionInt;
|
||||
uniform vec3 relativeEyePosition;
|
||||
uniform float eyeAltitude;
|
||||
|
||||
uniform vec3 chunkOffset;
|
||||
|
||||
|
||||
uniform float frameTime;
|
||||
uniform float frameTimeCounter;
|
||||
uniform int frameCounter;
|
||||
uniform float viewHeight;
|
||||
uniform float viewWidth;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
|
||||
|
||||
uniform vec3 cameraSmooth;
|
||||
Reference in New Issue
Block a user