Working on fog, dialogs, etc

This commit is contained in:
Vladislav Khorev committed 2026-04-20 00:21:51 +03:00
1 parent fd098e8346
commit d557c4b530
18 files changed
+424 -40

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+2 -2
View File
@@ -4,8 +4,8 @@ varying vec2 texCoord;
uniform mat4 ProjectionModelViewMatrix;
void main()
void main()
{
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}
}
+5 -5
View File
@@ -2,14 +2,14 @@
uniform sampler2D Texture;
varying vec2 texCoord;
void main()
void main()
{
vec4 color = texture2D(Texture,texCoord).rgba;
//gl_FragColor = vec4(color.rgb*0.1 + vec3(0.9, 0.9, 0.9), 1.0);
if(color.a < 0.1)
discard;
gl_FragColor = color;
}
}
+3 -3
View File
@@ -2,12 +2,12 @@ precision mediump float;
uniform sampler2D Texture;
varying vec2 texCoord;
void main()
void main()
{
vec4 color = texture2D(Texture,texCoord).rgba;
//gl_FragColor = vec4(color.rgb*0.1 + vec3(0.9, 0.9, 0.9), 1.0);
if(color.a < 0.1)
discard;
gl_FragColor = color;
}
}
+15
View File
@@ -0,0 +1,15 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
varying float fogDistance;
uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix;
void main()
{
vec4 eyePos = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
fogDistance = length(eyePos.xyz);
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}
+18
View File
@@ -0,0 +1,18 @@
//precisionmediump float;
uniform sampler2D Texture;
varying vec2 texCoord;
varying float fogDistance;
void main()
{
vec4 color = texture2D(Texture,texCoord).rgba;
if(color.a < 0.1)
discard;
vec3 fogColor = vec3(0.53, 0.81, 0.92);
float fogFactor = clamp((fogDistance - 90.0) / 30.0, 0.0, 1.0);
vec3 finalColor = mix(color.rgb, fogColor, fogFactor);
gl_FragColor = vec4(finalColor, color.a);
}
+54
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@@ -0,0 +1,54 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec4 aBoneIndices0;
attribute vec2 aBoneIndices1;
attribute vec4 aBoneWeights0;
attribute vec2 aBoneWeights1;
varying vec2 texCoord;
varying float fogDistance;
uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix;
uniform mat4 uBoneMatrices[64];
void main()
{
vec4 skinnedPos = vec4(0.0, 0.0, 0.0, 0.0);
vec4 originalPos = vec4(vPosition, 1.0);
float totalWeight = 0.0;
if (aBoneWeights0.x > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices0.x)] * originalPos * aBoneWeights0.x;
totalWeight += aBoneWeights0.x;
}
if (aBoneWeights0.y > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices0.y)] * originalPos * aBoneWeights0.y;
totalWeight += aBoneWeights0.y;
}
if (aBoneWeights0.z > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices0.z)] * originalPos * aBoneWeights0.z;
totalWeight += aBoneWeights0.z;
}
if (aBoneWeights0.w > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices0.w)] * originalPos * aBoneWeights0.w;
totalWeight += aBoneWeights0.w;
}
if (aBoneWeights1.x > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices1.x)] * originalPos * aBoneWeights1.x;
totalWeight += aBoneWeights1.x;
}
if (aBoneWeights1.y > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices1.y)] * originalPos * aBoneWeights1.y;
totalWeight += aBoneWeights1.y;
}
if (totalWeight < 0.001) {
skinnedPos = originalPos;
}
vec4 eyePos = ModelViewMatrix * skinnedPos;
fogDistance = length(eyePos.xyz);
gl_Position = ProjectionModelViewMatrix * skinnedPos;
texCoord = vTexCoord;
}
+18
View File
@@ -0,0 +1,18 @@
precision mediump float;
uniform sampler2D Texture;
varying vec2 texCoord;
varying float fogDistance;
void main()
{
vec4 color = texture2D(Texture,texCoord).rgba;
if(color.a < 0.1)
discard;
vec3 fogColor = vec3(0.53, 0.81, 0.92);
float fogFactor = clamp((fogDistance - 90.0) / 30.0, 0.0, 1.0);
vec3 finalColor = mix(color.rgb, fogColor, fogFactor);
gl_FragColor = vec4(finalColor, color.a);
}