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nunuhara_xsystem4/shaders/dungeon.f.glsl
T
kichikuou 554f742a00 Pastel Chime Continue: Add DrawField HLL
DrawField is a variant of DrawDungeon. Unlike the first-person
perspective of DrawDungeon, DrawField uses a third-person, bird's-eye
view camera.

Key features include:

- Character Rendering: A new system to render up to 256 billboarded
  sprites (characters, enemies, etc.) in the 3D world. The renderer
  supports controlling position, sprite animation, and visibility for
  each character.

- DrawField HLL API: Functions for loading assets, managing characters,
  and manipulating dungeon properties like door locks.

- Renderer: The core renderer is updated to support the DrawField mode.
  This includes disabling fog, handling sprite sheets via UV
  manipulation, and rendering ceilings as billboards.

- Map: The 2D map has been updated to reflect the DrawField style,
  including colored door lock indicators.
2025-08-30 14:30:16 +09:00

47 lines
1.6 KiB
GLSL

/* Copyright (C) 2021 kichikuou <KichikuouChrome@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://gnu.org/licenses/>.
*/
uniform sampler2D tex;
uniform sampler2D light_texture;
uniform bool use_lightmap;
uniform float alpha_mod;
uniform bool use_fog;
in float dist;
in vec2 tex_coord;
out vec4 frag_color;
const float FOG_MAX_DIST = 12.0;
const vec3 FOG_COLOR = vec3(0.0, 0.0, 0.0);
void main() {
vec4 texel = texture(tex, tex_coord);
float light_factor = 1.0;
if (use_lightmap) {
light_factor = texture(light_texture, tex_coord).a;
}
if (use_fog) {
float fog_factor = (FOG_MAX_DIST - dist) / FOG_MAX_DIST;
fog_factor = clamp(fog_factor, 0.3, 1.0);
frag_color = vec4(mix(FOG_COLOR, texel.rgb * light_factor, fog_factor), texel.a * alpha_mod);
} else {
if (texel.a < 0.01) {
discard;
}
frag_color = vec4(texel.rgb * light_factor, texel.a * alpha_mod);
}
}