irrlicht-android/media/Shaders/COGLES2ParallaxMap.vsh

81 lines
2.7 KiB
GLSL

// Copyright (C) 2009-2010 Amundis
// Heavily based on the OpenGL driver implemented by Nikolaus Gebhardt
// and OpenGL ES driver implemented by Christian Stehno
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in Irrlicht.h
#define MAX_LIGHTS 2
attribute vec4 inVertexPosition;
attribute vec4 inVertexColor;
attribute vec4 inTexCoord0;
attribute vec3 inVertexNormal;
attribute vec3 inVertexTangent;
attribute vec3 inVertexBinormal;
uniform mat4 uMvpMatrix;
uniform vec4 uLightPos[MAX_LIGHTS];
uniform vec4 uLightColor[MAX_LIGHTS];
uniform vec3 uEyePos;
varying vec4 varTexCoord;
varying vec3 varLightVector[MAX_LIGHTS];
varying vec4 varLightColor[MAX_LIGHTS];
varying vec3 varEyeVector;
varying vec4 debug;
void main(void)
{
debug = vec4(inVertexNormal, 1.0);
// transform position to clip space
gl_Position = uMvpMatrix * inVertexPosition;
// vertex - lightpositions
vec4 tempLightVector0 = uLightPos[0] - inVertexPosition;
vec4 tempLightVector1 = uLightPos[1] - inVertexPosition;
// eye vector
vec4 Temp = vec4(uEyePos, 1.0) - inVertexPosition;
// transform the light vector 1 with U, V, W
varLightVector[0].x = dot(inVertexTangent, tempLightVector0.xyz);
varLightVector[0].y = dot(inVertexBinormal, tempLightVector0.xyz);
varLightVector[0].z = dot(inVertexNormal, tempLightVector0.xyz);
// transform the light vector 2 with U, V, W
varLightVector[1].x = dot(inVertexTangent, tempLightVector1.xyz);
varLightVector[1].y = dot(inVertexBinormal, tempLightVector1.xyz);
varLightVector[1].z = dot(inVertexNormal, tempLightVector1.xyz);
// transform the eye vector with U, V, W
varEyeVector.x = dot(inVertexTangent, Temp.xyz);
varEyeVector.y = dot(inVertexBinormal, Temp.xyz);
varEyeVector.z = dot(inVertexNormal, Temp.xyz);
varEyeVector *= vec3(1.0,-1.0, -1.0);
varEyeVector = normalize(varEyeVector);
// calculate attenuation of light 0
varLightColor[0].w = 0.0;
varLightColor[0].x = dot(tempLightVector0, tempLightVector0);
varLightColor[0].x *= uLightColor[0].w;
varLightColor[0] = vec4(inversesqrt(varLightColor[0].x));
varLightColor[0] *= uLightColor[0];
// normalize light vector 0
varLightVector[0] = normalize(varLightVector[0]);
// calculate attenuation of light 1
varLightColor[1].w = 0.0;
varLightColor[1].x = dot(tempLightVector1, tempLightVector1);
varLightColor[1].x *= uLightColor[1].w;
varLightColor[1] = vec4(inversesqrt(varLightColor[1].x));
varLightColor[1] *= uLightColor[1];
// normalize light vector 1
varLightVector[1] = normalize(varLightVector[1]);
// move out texture coordinates and original alpha value
varTexCoord = inTexCoord0;
varLightColor[0].a = inVertexColor.a;
}