forked from 0ad/0ad
Ykkrosh
97c934ad1c
Don't adjust the shading colour of units in FoW (the shading comes from the LOS texture instead). This was SVN commit r9142.
71 lines
1.6 KiB
GLSL
71 lines
1.6 KiB
GLSL
!!ARBfp1.0
|
|
#ifdef USE_FP_SHADOW
|
|
OPTION ARB_fragment_program_shadow;
|
|
#endif
|
|
|
|
#ifdef LIGHTING_MODEL_old
|
|
#define CLAMP_LIGHTING
|
|
#endif
|
|
|
|
#ifdef CLAMP_LIGHTING // for compat with old scenarios that expect clamped lighting
|
|
#define MAD_MAYBE_SAT MAD_SAT
|
|
#else
|
|
#define MAD_MAYBE_SAT MAD
|
|
#endif
|
|
|
|
PARAM ambient = program.local[0];
|
|
|
|
#ifdef DECAL
|
|
PARAM shadingColor = program.local[1];
|
|
#endif
|
|
|
|
TEMP tex;
|
|
TEMP temp;
|
|
TEMP diffuse;
|
|
TEMP color;
|
|
|
|
#ifdef BLEND
|
|
// Use alpha from blend texture
|
|
// TODO: maybe we should invert the texture instead of doing SUB here?
|
|
TEX tex.a, fragment.texcoord[1], texture[1], 2D;
|
|
SUB result.color.a, 1.0, tex.a;
|
|
#endif
|
|
|
|
// Load diffuse colour
|
|
TEX color, fragment.texcoord[0], texture[0], 2D;
|
|
|
|
#ifdef DECAL
|
|
// Use alpha from main texture
|
|
MOV result.color.a, color;
|
|
#endif
|
|
|
|
// Compute color = texture * (ambient + diffuse*shadow)
|
|
// (diffuse is 2*fragment.color due to clamp-avoidance in the vertex program)
|
|
#ifdef USE_SHADOW
|
|
#ifdef USE_FP_SHADOW
|
|
TEX temp, fragment.texcoord[2], texture[2], SHADOW2D;
|
|
#else
|
|
TEX tex, fragment.texcoord[2], texture[2], 2D;
|
|
MOV_SAT temp.z, fragment.texcoord[2].z;
|
|
SGE temp, tex.x, temp.z;
|
|
#endif
|
|
MUL diffuse.rgb, fragment.color, 2.0;
|
|
MAD_MAYBE_SAT temp.rgb, diffuse, temp, ambient;
|
|
MUL color.rgb, color, temp;
|
|
#else
|
|
MAD_MAYBE_SAT temp.rgb, fragment.color, 2.0, ambient;
|
|
MUL color.rgb, color, temp;
|
|
#endif
|
|
|
|
// Multiply everything by the LOS texture
|
|
TEX tex.a, fragment.texcoord[3], texture[3], 2D;
|
|
MUL color.rgb, color, tex.a;
|
|
|
|
#ifdef DECAL
|
|
MUL result.color.rgb, color, shadingColor;
|
|
#else
|
|
MOV result.color.rgb, color;
|
|
#endif
|
|
|
|
END
|