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GHFX_REFACTOR / bin / x86 / Debug / GeoScene / Globe / Temp / OceanResource / user-functions.glsl
wxn on 2 Nov 2016 1 KB 提交

// Light, view, and normal vectors are all in world space.
// This function may be used to modify the ambient, diffuse, and specular light computed by Triton's fragment shaders.
void user_lighting(in vec3 L, in vec3 V, in vec3 N, inout vec3 ambient, inout vec3 diffuse, inout vec3 specular)
{

}

// View in world space. The final waterColor will be alpha-blended with the fogColor by fogBlend.
void user_fog(in vec3 vNorm, inout vec4 waterColor, inout vec4 fogColor, inout float fogBlend)
{

}

// The final computed color is normally just clamped to (0,1), but you may override this behavior here.
void user_tonemap(in vec4 preToneMapColor, inout vec4 postToneMapColor)
{

}

// Override spray particle colors. Note these are drawn with an additive blending
// mode, so darker colors just result in more transparent particles. You're given
// the position in eye and world coordinates, and the texture lookup results for the
// spray particle. "Transparency" represents the overall transparency of the particles.
// "Decay" is used to fade out the particle over time. The final output color should
// be written to additive Color.
// The default implementation is:
// additiveColor = texColor * lightColor * decay * transparency

void user_particle_color(in vec3 vEye, in vec3 vWorld, in vec4 texColor,
                         in vec4 lightColor, in float transparency, in float decay,
                         inout vec4 additiveColor)
{

}

// Override the shading of volumetric decals on the water. You are given the texture lookup value,
// alpha value for the decal, and light color for the decal. The incoming default finalColor
// is the textureColor times the lightColor, with the alpha component further multiplied by alpha.
void user_decal_color(in vec4 textureColor, in float alpha, in vec4 lightColor, inout vec4 finalColor)
{

}

//adjust the reflection color prior to it being used by triton.
void user_reflection_adjust(in vec4 envColor, in vec4 planarColor, in float planarReflectionBlend, inout vec4 reflectedColor)
{
}