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