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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//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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2013-08-27 19:48:25 +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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PrepareForShadow((modelMatrix * vertexPos).xyz, vec3(0., 0., -1.));
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}
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