first commit
This commit is contained in:
@@ -0,0 +1,41 @@
|
||||
//SHADER ORIGINALY CREADED BY "marmitoTH" FROM GITHUB
|
||||
//
|
||||
//GITHUB LINK : https://github.com/marmitoTH/godot-psx-shaders
|
||||
|
||||
shader_type spatial;
|
||||
render_mode skip_vertex_transform, cull_disabled, diffuse_lambert_wrap, specular_phong, ambient_light_disabled;
|
||||
|
||||
uniform vec4 color : hint_color;
|
||||
uniform sampler2D albedoTex : hint_albedo;
|
||||
uniform float alpha_scissor_threshold;
|
||||
uniform float specular_intensity : hint_range(0, 1);
|
||||
uniform float resolution = 256;
|
||||
uniform float cull_distance = 5;
|
||||
uniform float affine_texture_mapping_amount : hint_range(0,2);
|
||||
uniform vec2 uv_scale = vec2(1.0, 1.0);
|
||||
uniform vec2 uv_offset = vec2(.0, .0);
|
||||
|
||||
varying vec4 vertex_coordinates;
|
||||
|
||||
void vertex() {
|
||||
UV = UV * uv_scale + uv_offset;
|
||||
|
||||
float vertex_distance = length((MODELVIEW_MATRIX * vec4(VERTEX, 1.0)));
|
||||
|
||||
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
||||
float vPos_w = (PROJECTION_MATRIX * vec4(VERTEX, 1.0)).w;
|
||||
VERTEX.xy = vPos_w * floor(resolution * VERTEX.xy / vPos_w) / resolution;
|
||||
vertex_coordinates = vec4(UV * VERTEX.z, VERTEX.z, .0);
|
||||
|
||||
if (vertex_distance > cull_distance)
|
||||
VERTEX = vec3(.0);
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
vec4 tex = texture(albedoTex, mix(vertex_coordinates.xy /vertex_coordinates.z, UV.xy, affine_texture_mapping_amount));
|
||||
|
||||
ALBEDO = tex.rgb * color.rgb;
|
||||
SPECULAR = specular_intensity;
|
||||
ALPHA = tex.a;
|
||||
ALPHA_SCISSOR = alpha_scissor_threshold;
|
||||
}
|
||||
55
GodotRetro/Object Shaders/PSX Shaders/Not Working/psx_lit_reflection.shader
Executable file
55
GodotRetro/Object Shaders/PSX Shaders/Not Working/psx_lit_reflection.shader
Executable file
@@ -0,0 +1,55 @@
|
||||
//SHADER ORIGINALY CREADED BY "marmitoTH" FROM GITHUB
|
||||
//
|
||||
//GITHUB LINK : https://github.com/marmitoTH/godot-psx-shaders
|
||||
|
||||
shader_type spatial;
|
||||
render_mode skip_vertex_transform, diffuse_lambert_wrap, specular_phong, ambient_light_disabled;
|
||||
|
||||
uniform vec4 color : hint_color;
|
||||
uniform sampler2D albedoTex : hint_albedo;
|
||||
uniform samplerCube cubemap;
|
||||
uniform float reflection_intensity : hint_range(0, 1);
|
||||
uniform float specular_intensity : hint_range(0, 1);
|
||||
uniform float resolution = 256;
|
||||
uniform float cull_distance = 5;
|
||||
uniform float affine_texture_mapping_amount : hint_range(0,2);
|
||||
uniform vec2 uv_scale = vec2(1.0, 1.0);
|
||||
uniform vec2 uv_offset = vec2(.0, .0);
|
||||
|
||||
varying vec4 vertex_coordinates;
|
||||
varying vec3 reflection_coordinates;
|
||||
|
||||
void vertex() {
|
||||
UV = UV * uv_scale + uv_offset;
|
||||
|
||||
float vertex_distance = length((MODELVIEW_MATRIX * vec4(VERTEX, 1.0)));
|
||||
|
||||
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
||||
float vPos_w = (PROJECTION_MATRIX * vec4(VERTEX, 1.0)).w;
|
||||
VERTEX.xy = vPos_w * floor(resolution * VERTEX.xy / vPos_w) / resolution;
|
||||
vertex_coordinates = vec4(UV * VERTEX.z, VERTEX.z, .0);
|
||||
|
||||
if (vertex_distance > cull_distance)
|
||||
VERTEX = vec3(.0);
|
||||
|
||||
// Get camera position
|
||||
vec4 invcamx = INV_CAMERA_MATRIX[0];
|
||||
vec4 invcamy = INV_CAMERA_MATRIX[1];
|
||||
vec4 invcamz = INV_CAMERA_MATRIX[2];
|
||||
vec4 invcamw = INV_CAMERA_MATRIX[3];
|
||||
|
||||
vec3 camera_position = -invcamw.xyz * mat3(invcamx.xyz, invcamy.xyz, invcamz.xyz);
|
||||
|
||||
// Calculate reflections
|
||||
vec3 vertex_world = (CAMERA_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
||||
reflection_coordinates = reflect(normalize(vertex_world - camera_position), normalize(WORLD_MATRIX * vec4(NORMAL, 0.0)).xyz);
|
||||
reflection_coordinates.z *= -1.0;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
vec4 tex = texture(albedoTex, mix(vertex_coordinates.xy /vertex_coordinates.z, UV.xy, affine_texture_mapping_amount));
|
||||
vec4 cube = texture(cubemap, reflection_coordinates);
|
||||
|
||||
ALBEDO = mix(tex.rgb * color.rgb, cube.rgb, reflection_intensity);
|
||||
SPECULAR = specular_intensity;
|
||||
}
|
||||
Reference in New Issue
Block a user