2013-08-29 11:45:22 +09:00
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/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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2013-08-18 16:18:06 +09:00
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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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2013-08-27 19:48:25 +09:00
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varying vec3 worldPosition;
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2013-08-18 16:18:06 +09:00
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2013-09-02 19:35:14 +09:00
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uniform sampler2D waveTexture;
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2013-08-18 16:18:06 +09:00
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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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2013-09-02 19:35:14 +09:00
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worldPosition = (modelMatrix * vertexPos).xyz;
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2013-08-18 16:18:06 +09:00
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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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PrepareForShadow((modelMatrix * vertexPos).xyz, vec3(0., 0., -1.));
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}
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