const char *matfx_env_vert_src = "uniform mat4 u_texMatrix;\n" "uniform vec4 u_colorClamp;\n" "uniform vec4 u_envColor;\n" "VSIN(ATTRIB_POS) vec3 in_pos;\n" "VSOUT vec4 v_color;\n" "VSOUT vec4 v_envColor;\n" "VSOUT vec3 v_tex0_fog;\n" "VSOUT vec2 v_tex1;\n" "void\n" "main(void)\n" "{\n" " vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" " gl_Position = u_proj * u_view * Vertex;\n" " vec3 Normal = mat3(u_world) * in_normal;\n" " v_tex0_fog.xy = in_tex0;\n" " v_tex1 = (u_texMatrix * vec4(Normal, 1.0)).xy;\n" " v_color = in_color;\n" " v_color.rgb += u_ambLight.rgb*surfAmbient;\n" " v_color = clamp(v_color, 0.0, 1.0);\n" " v_envColor = max(v_color, u_colorClamp) * u_envColor;\n" " v_color *= u_matColor;\n" " v_tex0_fog.z = DoFog(gl_Position.w);\n" "}\n" ; const char *matfx_env_frag_src = "uniform sampler2D tex0;\n" "uniform sampler2D tex1;\n" "uniform vec4 u_fxparams;\n" "#define shininess (u_fxparams.x)\n" "#define disableFBA (u_fxparams.y)\n" "FSIN vec4 v_color;\n" "FSIN vec4 v_envColor;\n" "FSIN vec3 v_tex0_fog;\n" "FSIN vec2 v_tex1;\n" "void\n" "main(void)\n" "{\n" " vec4 pass1 = v_color;\n" " pass1 *= texture(tex0, vec2(v_tex0_fog.x, 1.0-v_tex0_fog.y));\n" " vec4 pass2 = v_envColor*shininess*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n" " pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_tex0_fog.z);\n" " pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_tex0_fog.z);\n" " float fba = max(pass1.a, disableFBA);\n" " vec4 color;\n" " color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;\n" " color.a = pass1.a;\n" " DoAlphaTest(color.a);\n" " FRAGCOLOR(color);\n" "}\n" ;