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2013-08-18 16:18:06 +09:00
uniform mat4 projectionViewModelMatrix;
uniform mat4 modelMatrix;
uniform mat4 viewModelMatrix;
uniform vec3 viewOrigin;
uniform float fogDistance;
// [x, y]
attribute vec2 positionAttribute;
varying vec3 fogDensity;
varying vec3 screenPosition;
varying vec3 viewPosition;
varying vec2 worldPosition;
varying vec3 worldPositionFromOrigin;
varying vec4 waveCoord;
varying vec2 waveCoord2;
//varying vec2 detailCoord;
void PrepareForShadow(vec3 worldOrigin, vec3 normal);
void main() {
vec4 vertexPos = vec4(positionAttribute.xy, 0., 1.);
gl_Position = projectionViewModelMatrix * vertexPos;
screenPosition = gl_Position.xyw;
screenPosition.xy = (screenPosition.xy + screenPosition.z) * .5;
vec4 viewPos = viewModelMatrix * vertexPos;
float distance = length(viewPos.xyz) / fogDistance;
distance = clamp(distance, 0., 1.);
fogDensity = vec3(distance);
fogDensity = pow(fogDensity, vec3(1., .9, .7));
fogDensity *= fogDensity;
viewPosition = viewPos.xyz;
worldPosition = (modelMatrix * vertexPos).xy;
worldPositionFromOrigin = vec3(worldPosition, 63.) - viewOrigin;
waveCoord.xy = worldPosition * .08;
waveCoord.zw = waveCoord.xy * 1.963 + vec2(.754, .1315);
waveCoord2.xy = waveCoord.xy * 0.263 + vec2(.154, .7315);
PrepareForShadow((modelMatrix * vertexPos).xyz, vec3(0., 0., -1.));
}