openspades/Resources/Shaders/SoftSprite.vs

105 lines
2.8 KiB
Plaintext
Raw Normal View History

2013-08-29 11:45:22 +09:00
/*
Copyright (c) 2013 yvt
2013-08-29 11:45:22 +09:00
This file is part of OpenSpades.
2013-08-29 11:45:22 +09:00
OpenSpades 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 3 of the License, or
(at your option) any later version.
2013-08-29 11:45:22 +09:00
OpenSpades 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.
2013-08-29 11:45:22 +09:00
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
2013-08-29 11:45:22 +09:00
*/
2013-08-18 16:18:06 +09:00
uniform mat4 projectionViewMatrix;
uniform mat4 viewMatrix;
uniform vec3 rightVector;
uniform vec3 upVector;
uniform vec3 frontVector;
uniform vec3 viewOriginVector;
2013-09-16 09:32:16 +09:00
uniform vec2 zNearFar;
2013-08-18 16:18:06 +09:00
uniform float fogDistance;
attribute vec4 positionAttribute;
attribute vec3 spritePosAttribute;
attribute vec4 colorAttribute;
varying vec4 color;
varying vec4 texCoord;
varying vec4 fogDensity;
varying vec4 depthRange;
vec4 FogDensity(float poweredLength);
2013-08-18 16:18:06 +09:00
void main() {
vec3 center = positionAttribute.xyz;
2013-08-18 16:18:06 +09:00
vec3 pos = center;
float radius = positionAttribute.w;
2013-08-18 16:18:06 +09:00
vec3 right = rightVector * radius;
vec3 up = upVector * radius;
2013-08-18 16:18:06 +09:00
float angle = spritePosAttribute.z;
float c = cos(angle), s = sin(angle);
vec2 sprP;
sprP.x = dot(spritePosAttribute.xy, vec2(c, -s));
sprP.y = dot(spritePosAttribute.xy, vec2(s, c));
sprP *= radius;
pos += right * sprP.x;
pos += up * sprP.y;
2013-08-18 16:18:06 +09:00
// move sprite to the front of the volume
float centerDepth = dot(center - viewOriginVector, frontVector);
depthRange.xy = vec2(centerDepth) + vec2(-1., 1.) * radius;
2013-08-18 16:18:06 +09:00
// clip the volume by the near clip plane
float frontDepth = depthRange.x;
frontDepth = max(frontDepth, .3);
/*if(frontDepth > depthRange.y) // go beyond near clip plane
discard;*/ // cannot discard in vertex shader...
frontDepth = min(frontDepth, depthRange.y);
depthRange.w = frontDepth;
2013-08-18 16:18:06 +09:00
pos += frontVector * (frontDepth - centerDepth);
2013-08-18 16:18:06 +09:00
gl_Position = projectionViewMatrix * vec4(pos, 1.);
2013-08-18 16:18:06 +09:00
color = colorAttribute;
2013-08-18 16:18:06 +09:00
// sprite texture coord
texCoord.xy = spritePosAttribute.xy * .5 + .5;
2013-08-18 16:18:06 +09:00
// depth texture coord
texCoord.zw = vec2(.5) + (gl_Position.xy / gl_Position.w) * .5;
2013-08-18 16:18:06 +09:00
// fog.
// FIXME: cannot gamma correct because sprite may be
2013-08-18 16:18:06 +09:00
// alpha-blended.
2014-03-03 14:42:46 +09:00
vec4 viewPos = viewMatrix * vec4(pos,1.);
vec2 horzRelativePos = pos.xy - viewOriginVector.xy;
float horzDistance = dot(horzRelativePos, horzRelativePos);
fogDensity = FogDensity(horzDistance);
2013-09-16 09:32:16 +09:00
// precompute some value in vertex shader to
// reduce instruction count in frag. shader
depthRange.z = 1. / (depthRange.y - depthRange.w);
depthRange.y = depthRange.x;
depthRange.x *= -depthRange.z;
2013-09-16 09:32:16 +09:00
depthRange.y /= (zNearFar.x * zNearFar.y);
depthRange.z *= (zNearFar.x * zNearFar.y);
2013-08-18 16:18:06 +09:00
}