openspades/Resources/Shaders/OptimizedVoxelModelDynamicLit.vs

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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
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.
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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.
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You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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uniform mat4 projectionViewModelMatrix;
uniform mat4 modelMatrix;
uniform mat4 modelNormalMatrix;
uniform mat4 viewModelMatrix;
uniform vec3 modelOrigin;
uniform float fogDistance;
uniform vec2 texScale;
uniform vec3 viewOriginVector;
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// [x, y, z]
attribute vec3 positionAttribute;
// [u, v]
attribute vec2 textureCoordAttribute;
// [x, y, z]
attribute vec3 normalAttribute;
varying vec2 textureCoord;
varying vec3 fogDensity;
//varying vec2 detailCoord;
void PrepareForDynamicLightNoBump(vec3 vertexCoord, vec3 normal);
vec4 FogDensity(float poweredLength);
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void main() {
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vec4 vertexPos = vec4(positionAttribute.xyz, 1.);
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vertexPos.xyz += modelOrigin;
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gl_Position = projectionViewModelMatrix * vertexPos;
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textureCoord = textureCoordAttribute.xy * texScale.xy;
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vec4 viewPos = viewModelMatrix * vertexPos;
vec2 horzRelativePos = (modelMatrix * vertexPos).xy - viewOriginVector.xy;
float horzDistance = dot(horzRelativePos, horzRelativePos);
fogDensity = FogDensity(horzDistance).xyz;
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// compute normal
vec3 normal = normalAttribute;
normal = (modelNormalMatrix * vec4(normal, 1.)).xyz;
normal = normalize(normal);
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PrepareForDynamicLightNoBump((modelMatrix * vertexPos).xyz, normal);
}