This commit is contained in:
2025-11-28 23:13:44 +05:30
commit a3a8e79709
7360 changed files with 1156074 additions and 0 deletions

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uniform lowp vec4 diffuseColor;
varying lowp vec4 lighting;
void main()
{
gl_FragColor = diffuseColor * lighting;
}

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uniform sampler2D diffuseTexture;
uniform sampler2D normalTexture;
varying highp vec2 texcoord0;
varying highp vec4 color;
void main()
{
highp vec2 uv = vec2(texcoord0.x, 1.0-texcoord0.y);
highp float tcos = color.z;
highp float tsin = color.w;
uv -= 0.5;
highp vec2 tempuv;
tempuv.x = uv.x*tcos - uv.y*tsin;
tempuv.y = uv.x*tsin + uv.y*tcos;
uv = tempuv;
uv += 0.5;
uv = clamp(uv, 0.0, 1.0);
uv *= 0.5;
uv += color.xy;
if (texture2D(normalTexture, uv.xy).a <= 0.5)
discard;
gl_FragColor.rgb = texture2D(diffuseTexture, uv.xy).rgb;
}

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uniform sampler2D diffuseTexture;
uniform highp vec4 diffuseColor;
void main()
{
gl_FragColor = diffuseColor * texture2D(diffuseTexture, gl_PointCoord);
}

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varying lowp vec4 color;
varying lowp vec2 texcoord0;
void main()
{
gl_FragColor = color;
}

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uniform sampler2D diffuseTexture;
varying highp vec2 texcoord0;
varying lowp vec4 color;
void main()
{
gl_FragColor = texture2D(diffuseTexture, texcoord0.xy);
}

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uniform sampler2D diffuseTexture;
varying lowp vec2 texcoord0;
varying lowp vec4 lighting;
void main()
{
gl_FragColor = texture2D(diffuseTexture, texcoord0.xy) * lighting;
}

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uniform sampler2D diffuseTexture0;
uniform sampler2D diffuseTexture1;
varying lowp vec2 texcoord0;
varying lowp vec4 lighting;
varying lowp vec4 normal;
void main()
{
// selects texture depending on world normal steepness of height map
lowp float tex0weight = max(0.0, min(1.0, (normal.y - 0.5) * 3.0));
gl_FragColor = (texture2D(diffuseTexture0, texcoord0.xy) * tex0weight + texture2D(diffuseTexture1, texcoord0.xy) * (1.0 - tex0weight)) * lighting;
}

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uniform sampler2D diffuseTexture;
uniform sampler2D normalTexture;
varying highp vec2 texcoord0;
void main()
{
lowp vec4 diffuseTextureColor = texture2D(diffuseTexture, texcoord0.xy);
lowp vec4 normalTextureColor = texture2D(normalTexture, texcoord0.xy);
gl_FragColor = clamp(normalTextureColor.z, 0.2, 1.0) * diffuseTextureColor;
}

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uniform sampler2D diffuseTexture;
varying lowp vec2 texcoord0;
void main()
{
gl_FragColor = texture2D(diffuseTexture, texcoord0.xy);
}

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uniform lowp vec4 diffuseColor;
void main()
{
gl_FragColor = diffuseColor;
}

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uniform sampler2D diffuseTexture;
varying lowp vec2 texcoord0;
void main()
{
gl_FragColor = texture2D(diffuseTexture, texcoord0.xy);
}