Currently, they are identical to OGLES2 shaders, except of version specification.
--- /dev/null
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform int uTextureUsage1;
+uniform sampler2D uTextureUnit0;
+uniform sampler2D uTextureUnit1;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color0 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (bool(uTextureUsage1))
+ Color1 = texture2D(uTextureUnit1, vTextureCoord1);
+
+ vec4 FinalColor = vec4(Color0 + (Color1 - 0.5)) * vVertexColor + vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+}
--- /dev/null
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform int uTextureUsage1;
+uniform sampler2D uTextureUnit0;
+uniform sampler2D uTextureUnit1;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color0 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (bool(uTextureUsage1))
+ Color1 = texture2D(uTextureUnit1, vTextureCoord1);
+
+ vec4 FinalColor = (Color0 + Color1) * vVertexColor + vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+}
--- /dev/null
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform float uModulate;
+uniform int uTextureUsage0;
+uniform int uTextureUsage1;
+uniform sampler2D uTextureUnit0;
+uniform sampler2D uTextureUnit1;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color0 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (bool(uTextureUsage1))
+ Color1 = texture2D(uTextureUnit1, vTextureCoord1);
+
+ vec4 FinalColor = (Color0 * Color1 * uModulate) * vVertexColor;
+ FinalColor += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+}
--- /dev/null
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uBlendType;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vVertexColor;
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color1 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ vec4 FinalColor = Color0 * Color1;
+ FinalColor += vSpecularColor;
+
+ if (uBlendType == 1)
+ {
+ FinalColor.w = Color0.w;
+ }
+ else if (uBlendType == 2)
+ {
+ FinalColor.w = Color1.w;
+ }
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+}
--- /dev/null
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform int uTextureUsage1;
+uniform sampler2D uTextureUnit0;
+uniform sampler2D uTextureUnit1;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color0 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (bool(uTextureUsage1))
+ Color1 = texture2D(uTextureUnit1, vTextureCoord1);
+
+ vec4 FinalColor = (Color0 * Color1) * vVertexColor + vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+}
--- /dev/null
+#version 100
+
+/* Attributes */
+
+attribute vec3 inVertexPosition;
+attribute vec3 inVertexNormal;
+attribute vec4 inVertexColor;
+attribute vec2 inTexCoord0;
+attribute vec2 inTexCoord1;
+
+/* Uniforms */
+
+uniform mat4 uWVPMatrix;
+uniform mat4 uWVMatrix;
+uniform mat4 uNMatrix;
+uniform mat4 uTMatrix0;
+
+uniform vec4 uGlobalAmbient;
+uniform vec4 uMaterialAmbient;
+uniform vec4 uMaterialDiffuse;
+uniform vec4 uMaterialEmissive;
+uniform vec4 uMaterialSpecular;
+uniform float uMaterialShininess;
+
+uniform float uThickness;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+void main()
+{
+ gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
+ gl_PointSize = uThickness;
+
+ vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
+ vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
+
+ vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
+ vec3 P = normalize(Position);
+ vec3 N = normalize(vec4(uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
+ vec3 R = reflect(P, N);
+
+ float V = 2.0 * sqrt(R.x*R.x + R.y*R.y + (R.z+1.0)*(R.z+1.0));
+ vTextureCoord1 = vec2(R.x/V + 0.5, R.y/V + 0.5);
+
+ vVertexColor = inVertexColor.bgra;
+ vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+ vFogCoord = length(Position);
+}
--- /dev/null
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage;
+uniform sampler2D uTextureUnit;
+
+/* Varyings */
+
+varying vec2 vTextureCoord;
+varying vec4 vVertexColor;
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage))
+ Color *= texture2D(uTextureUnit, vTextureCoord);
+
+ gl_FragColor = Color;
+}
--- /dev/null
+#version 100
+
+/* Attributes */
+
+attribute vec4 inVertexPosition;
+attribute vec4 inVertexColor;
+attribute vec2 inTexCoord0;
+
+/* Uniforms */
+
+uniform float uThickness;
+
+/* Varyings */
+
+varying vec2 vTextureCoord;
+varying vec4 vVertexColor;
+
+void main()
+{
+ gl_Position = inVertexPosition;
+ gl_PointSize = uThickness;
+ vTextureCoord = inTexCoord0;
+ vVertexColor = inVertexColor.bgra;
+}
--- /dev/null
+#version 100
+
+precision mediump float;
+
+/* Varyings */
+varying vec4 vVertexColor;
+
+void main()
+{
+ gl_FragColor = vVertexColor;
+}
--- /dev/null
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage0))
+ Color *= texture2D(uTextureUnit0, vTextureCoord0);
+ Color += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ Color = mix(FogColor, Color, FogFactor);
+ }
+
+ gl_FragColor = Color;
+}
--- /dev/null
+#version 100
+
+/* Attributes */
+
+attribute vec3 inVertexPosition;
+attribute vec3 inVertexNormal;
+attribute vec4 inVertexColor;
+attribute vec2 inTexCoord0;
+
+/* Uniforms */
+
+uniform mat4 uWVPMatrix;
+uniform mat4 uWVMatrix;
+uniform mat4 uNMatrix;
+uniform mat4 uTMatrix0;
+
+uniform vec4 uGlobalAmbient;
+uniform vec4 uMaterialAmbient;
+uniform vec4 uMaterialDiffuse;
+uniform vec4 uMaterialEmissive;
+uniform vec4 uMaterialSpecular;
+uniform float uMaterialShininess;
+
+uniform float uThickness;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+void main()
+{
+ gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
+ gl_PointSize = uThickness;
+
+ vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
+ vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
+
+ vVertexColor = inVertexColor.bgra;
+ vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+ vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
+
+ vFogCoord = length(Position);
+}
--- /dev/null
+#version 100
+
+/* Attributes */
+
+attribute vec3 inVertexPosition;
+attribute vec3 inVertexNormal;
+attribute vec4 inVertexColor;
+attribute vec2 inTexCoord0;
+attribute vec2 inTexCoord1;
+
+/* Uniforms */
+
+uniform mat4 uWVPMatrix;
+uniform mat4 uWVMatrix;
+uniform mat4 uNMatrix;
+uniform mat4 uTMatrix0;
+uniform mat4 uTMatrix1;
+
+uniform vec4 uGlobalAmbient;
+uniform vec4 uMaterialAmbient;
+uniform vec4 uMaterialDiffuse;
+uniform vec4 uMaterialEmissive;
+uniform vec4 uMaterialSpecular;
+uniform float uMaterialShininess;
+
+uniform float uThickness;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+void main()
+{
+ gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
+ gl_PointSize = uThickness;
+
+ vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
+ vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
+
+ vec4 TextureCoord1 = vec4(inTexCoord1.x, inTexCoord1.y, 1.0, 1.0);
+ vTextureCoord1 = vec4(uTMatrix1 * TextureCoord1).xy;
+
+ vVertexColor = inVertexColor.bgra;
+ vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+ vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
+
+ vFogCoord = length(Position);
+}
--- /dev/null
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform int uTextureUsage1;
+uniform sampler2D uTextureUnit0;
+uniform sampler2D uTextureUnit1;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color0 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (bool(uTextureUsage1))
+ Color1 = texture2D(uTextureUnit1, vTextureCoord1);
+
+ vec4 FinalColor = (Color0 * vVertexColor.a + Color1 * (1.0 - vVertexColor.a)) * vVertexColor;
+ FinalColor += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+
+}
--- /dev/null
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage0))
+ Color *= texture2D(uTextureUnit0, vTextureCoord0);
+ Color += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ Color = mix(FogColor, Color, FogFactor);
+ }
+
+ gl_FragColor = Color;
+}
--- /dev/null
+#version 100
+
+/* Attributes */
+
+attribute vec3 inVertexPosition;
+attribute vec3 inVertexNormal;
+attribute vec4 inVertexColor;
+attribute vec2 inTexCoord0;
+attribute vec2 inTexCoord1;
+
+/* Uniforms */
+
+uniform mat4 uWVPMatrix;
+uniform mat4 uWVMatrix;
+uniform mat4 uNMatrix;
+
+uniform vec4 uGlobalAmbient;
+uniform vec4 uMaterialAmbient;
+uniform vec4 uMaterialDiffuse;
+uniform vec4 uMaterialEmissive;
+uniform vec4 uMaterialSpecular;
+uniform float uMaterialShininess;
+
+uniform float uThickness;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+void main()
+{
+ gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
+ gl_PointSize = uThickness;
+
+ vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
+ vec3 P = normalize(Position);
+ vec3 N = normalize(vec4(uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
+ vec3 R = reflect(P, N);
+
+ float V = 2.0 * sqrt(R.x*R.x + R.y*R.y + (R.z+1.0)*(R.z+1.0));
+ vTextureCoord0 = vec2(R.x/V + 0.5, R.y/V + 0.5);
+
+ vVertexColor = inVertexColor.bgra;
+ vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+ vFogCoord = length(Position);
+}
--- /dev/null
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform float uAlphaRef;
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage0))
+ {
+ Color *= texture2D(uTextureUnit0, vTextureCoord0);
+
+ // TODO: uAlphaRef should rather control sharpness of alpha, don't know how to do that right now and this works in most cases.
+ if (Color.a < uAlphaRef)
+ discard;
+ }
+ Color += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ Color = mix(FogColor, Color, FogFactor);
+ }
+
+ gl_FragColor = Color;
+}
--- /dev/null
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform float uAlphaRef;
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage0))
+ Color *= texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (Color.a < uAlphaRef)
+ discard;
+
+ Color += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ Color = mix(FogColor, Color, FogFactor);
+ }
+
+ gl_FragColor = Color;
+}
--- /dev/null
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage0))
+ Color *= texture2D(uTextureUnit0, vTextureCoord0);
+ Color += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ Color = mix(FogColor, Color, FogFactor);
+ }
+
+ gl_FragColor = Color;
+}