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GLSLShaders.js
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window.glsl_static_geometry_vsh = `#version 300 es
precision highp float;
in vec3 vertPos;
in vec4 vertColor;
in vec3 vertUV;
out float pixFog;
out vec4 pixColor;
out vec3 pixUV;
uniform mat4 viewMatrix;
void main(){
vec4 pos=viewMatrix*vec4(vertPos,1);
pixColor=vertColor;
pixUV=vertUV;
pixFog=pos.z;
gl_Position=pos;
}
`
window.glsl_static_geometry_fsh = `#version 300 es
precision highp float;
in float pixFog;
in vec4 pixColor;
in vec3 pixUV;
out vec4 fragColor;
uniform sampler2D tex;
uniform float isNight;
void main(){
vec4 t=texture(tex,pixUV.xy);
fragColor=vec4(mix(mix(mix(pixColor.rgb,t.rgb,t.a),pixColor.rgb,pixUV.z),vec3(1,1,0.7),smoothstep(20.0,120.0,pixFog)*0.7)*isNight,pixColor.w);
}
`
window.glsl_dynamic_geometry_vsh = `#version 300 es
precision highp float;
in vec3 vertPos;
in vec3 vertColor;
in vec3 vertNormal;
out vec3 pixColor;
out vec3 pixNormal;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
void main(){
vec4 pos=viewMatrix*modelMatrix*vec4(vertPos,1);
pixColor=vertColor;
pixNormal=mat3(modelMatrix)*vertNormal;
gl_Position=pos;
}
`
window.glsl_dynamic_geometry_fsh = `#version 300 es
precision highp float;
in vec3 pixColor;
in vec3 pixNormal;
out vec4 fragColor;
uniform float isNight;
void main(){
vec3 normal=normalize(pixNormal);
float shade=dot(normal,LIGHT_DIR)*0.5+0.55;
fragColor=vec4(pixColor*shade*isNight,1.0);
}
`
window.glsl_token_geometry_vsh = `#version 300 es
precision highp float;
in vec3 vertPos;
in vec2 vertUV;
in vec4 instance_pos;
in vec4 instance_uv;
out vec3 pixUV;
uniform mat4 viewMatrix;
void main(){
pixUV=vec3(vertUV,0)+instance_uv.xyz;
vec3 vp=vertPos*instance_uv.w;
float s=sin(instance_pos.w);
float c=cos(instance_pos.w);
vp=vec3(vp.x*s-vp.z*c,vp.y,vp.x*c+vp.z*s);
gl_Position=viewMatrix*vec4(vp+instance_pos.xyz,1);
}
`
window.glsl_token_geometry_fsh = `#version 300 es
precision highp float;
in vec3 pixUV;
out vec4 fragColor;
uniform sampler2D tex;
uniform float isNight;
void main(){
fragColor=vec4(texture(tex,pixUV.xy).rgb*isNight,pixUV.z);
}
`
window.glsl_flower_geometry_vsh = `#version 300 es
precision highp float;
in vec3 vertPos;
in vec4 vertUV;
in float vertGoo;
out vec4 pixUV;
out float pixFog;
out float goo;
uniform mat4 viewMatrix;
void main(){
vec4 pos=viewMatrix*vec4(vertPos,1);
pixUV=vertUV;
goo=vertGoo;
pixFog=smoothstep(20.0,120.0,pos.z)*0.7;
gl_Position=pos;
}
`
window.glsl_flower_geometry_fsh = `#version 300 es
precision highp float;
in vec4 pixUV;
in float pixFog;
in float goo;
out vec4 fragColor;
uniform sampler2D tex;
uniform float isNight;
void main(){
vec3 c=mix(vec3(0,0.6,0),texture(tex,pixUV.xy).rgb*min(pixUV.w,1.0),pixUV.z);
c=c.g<=0.1?vec3(0,0.35,0):c;
fragColor=vec4(mix(goo<0.0?mix(c,vec3(0.1,1,0.5),-goo):mix(c,vec3(1,0.2,1),goo),vec3(1,1,0.7),pixFog)*isNight,1.0);
}
`
window.glsl_bee_geometry_vsh = `#version 300 es
precision highp float;
in vec3 vertPos;
in vec4 vertUV;
in vec4 instance_pos;
in vec4 instance_rotation;
in vec3 instance_uv;
out vec3 pixUV;
out float pixFog;
uniform mat4 viewMatrix;
vec4 computePos(){
vec3 vp=vertPos*instance_pos.w;
vec3 del=normalize(instance_rotation.xyz);
float pitch=asin(-del.y)*0.5;
float yaw=atan(del.x,del.z)*0.5;
float roll=instance_rotation.w*0.5;
vec3 s=vec3(sin(pitch),sin(yaw),sin(roll));
vec3 c=vec3(cos(pitch),cos(yaw),cos(roll));
vec4 quaternion=vec4(s.x*c.y,c.x*s.y,-s.x*s.y,c.x*c.y);
quaternion=vec4(quaternion.x*c.z+quaternion.y*s.z,quaternion.y*c.z-quaternion.x*s.z,quaternion.z*c.z+quaternion.w*s.z,(quaternion.w*c.z-quaternion.z*s.z)*2.0);
vec3 u=vec3(quaternion.y*vp.z-quaternion.z*vp.y,quaternion.z*vp.x-quaternion.x*vp.z,quaternion.x*vp.y-quaternion.y*vp.x);
vec3 uu=vec3(quaternion.y*u.z-quaternion.z*u.y,quaternion.z*u.x-quaternion.x*u.z,quaternion.x*u.y-quaternion.y*u.x);
vec4 pos=viewMatrix*vec4(vp+u*quaternion.w+uu*2.0+instance_pos.xyz,1);
pixFog=smoothstep(20.0,120.0,pos.z)*0.7;
return pos;
}
void main(){
pixUV=vertUV.xyz+vec3(instance_uv.xy,0);
gl_Position=instance_uv.z!=vertUV.w&&vertUV.w!=0.0?vec4(9999999,9999999,9999999,1):computePos();
}
`
window.glsl_bee_geometry_fsh = `#version 300 es
precision highp float;
in vec3 pixUV;
in float pixFog;
out vec4 fragColor;
uniform sampler2D tex;
uniform float isNight;
void main(){
fragColor=pixUV.z>0.1?vec4(mix(texture(tex,pixUV.xy).rgb*pixUV.z,vec3(1,1,0.7),pixFog)*isNight,1):vec4(mix(vec3(0.1,0.4,1),vec3(1,1,0.7),pixFog)*isNight,0.4);
}
`
window.glsl_particle_renderer_vsh = `#version 300 es
precision highp float;
uniform mat4 viewMatrix;
in vec3 vertPos;
in vec4 vertColor;
in float vertSize;
in float vertRot;
out float particleSize;
out vec2 particlePos;
out vec4 pixColor;
out vec2 particleRot;
void main(){
vec4 pos=viewMatrix*vec4(vertPos,1);
pixColor=vertColor;
particlePos=pos.xy/pos.w;
gl_Position=pos;
float projSize=(vertSize/pos.z)*SCREEN_CHANGE;
gl_PointSize=projSize;
particleSize=projSize*0.5;
particleRot=vec2(sin(vertRot),cos(vertRot));
}
`
window.glsl_particle_renderer_fsh = `#version 300 es
precision highp float;
in float particleSize;
in vec2 particlePos;
in vec4 pixColor;
in vec2 particleRot;
out vec4 fragColor;
void main(){
vec2 ssPos=(gl_FragCoord.xy-vec2(HALF_WIDTH,HALF_HEIGHT))*vec2(INV_HALF_WIDTH,INV_HALF_HEIGHT);
vec2 del=particlePos-ssPos;
del.x*=ASPECT;
del=vec2(
del.x*particleRot.x-del.y*particleRot.y,
del.x*particleRot.y+del.y*particleRot.x
);
if(abs(del.x)+abs(del.y)>particleSize*INV_AVG_HALF_WIDTH_HEIGHT)
discard;
fragColor=pixColor;
}
`
window.glsl_explosion_renderer_vsh = `#version 300 es
precision highp float;
in vec3 vertPos;
in vec3 instance_pos;
in vec4 instance_color;
in vec2 instance_scale;
out vec4 pixColor;
uniform mat4 viewMatrix;
void main(){
pixColor=instance_color;
gl_Position=viewMatrix*vec4(vertPos*instance_scale.x*vec3(1,instance_scale.y,1)+instance_pos,1);
}
`
window.glsl_explosion_renderer_fsh = `#version 300 es
precision highp float;
in vec4 pixColor;
out vec4 fragColor;
void main(){
fragColor=pixColor;
}
`
window.glsl_text_renderer_vsh = `#version 300 es
precision highp float;
uniform mat4 viewMatrix;
in vec2 vertPos;
in vec2 vertUV;
in vec3 instance_origin;
in vec2 instance_offset;
in vec2 instance_uv;
in vec3 instance_color;
in vec3 instance_info;
out vec3 pixColor;
out vec2 pixUV;
out float fogAmount;
void main(){
pixUV=vertUV+instance_uv;
vec4 originPos=viewMatrix*vec4(instance_origin,1);
float s=sin(instance_info.z);
float c=cos(instance_info.z);
vec2 vp=(vertPos+instance_offset)*instance_info.xy;
vp=vec2((vp.x*c-vp.y*s)*INV_ASPECT,vp.x*s+vp.y*c);
vec4 pos=originPos+vec4(vp,0,0);
gl_Position=pos.w<1.0&&pos.w>0.0?vec4(pos.xyz,1.0):pos;
pixColor=instance_color;
fogAmount=smoothstep(20.0,120.0,originPos.z)*0.7;
}
`
window.glsl_text_renderer_fsh = `#version 300 es
precision highp float;
uniform sampler2D tex;
in vec2 pixUV;
in vec3 pixColor;
in float fogAmount;
out vec4 fragColor;
void main(){
vec4 c=texture(tex,pixUV);
vec3 col=mix(c.xyz,vec3(1,1,0.7),fogAmount)*pixColor;
if(c.a<0.01)
discard;
fragColor=vec4(col,c.a);
}
`
window.glsl_mob_renderer_vsh = `#version 300 es
precision highp float;
in vec3 vertPos;
in vec3 vertColor;
out vec4 pixColor;
uniform mat4 viewMatrix;
uniform vec4 instance_info1;
uniform vec2 instance_info2;
uniform float isNight;
void main(){
pixColor=vec4(vertColor*isNight,instance_info2.y);
float s=sin(instance_info1.w);
float c=cos(instance_info1.w);
gl_Position=viewMatrix*vec4(vec3(vertPos.x*c-vertPos.z*s,vertPos.y,vertPos.x*s+vertPos.z*c)*instance_info2.x+instance_info1.xyz,1);
}
`
window.glsl_mob_renderer_fsh = `#version 300 es
precision highp float;
in vec4 pixColor;
out vec4 fragColor;
void main(){
fragColor=pixColor;
}
`
window.glsl_trail_renderer_vsh = `#version 300 es
precision highp float;
in vec3 vertPos;
in vec4 vertCol;
out vec4 pixColor;
uniform mat4 viewMatrix;
uniform float isNight;
void main(){
pixColor=vec4(vertCol.xyz*isNight,vertCol.w);
gl_Position=viewMatrix*vec4(vertPos,1);
}
`
window.glsl_trail_renderer_fsh = `#version 300 es
precision highp float;
in vec4 pixColor;
out vec4 fragColor;
void main(){
fragColor=pixColor;
}
`