/* Copyright (c) 2013 yvt This file is part of OpenSpades. 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. 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. You should have received a copy of the GNU General Public License along with OpenSpades. If not, see . */ uniform mat4 projectionViewModelMatrix; uniform mat4 modelMatrix; uniform mat4 modelNormalMatrix; uniform mat4 viewModelMatrix; uniform vec3 modelOrigin; uniform float fogDistance; uniform vec3 sunLightDirection; uniform vec3 customColor; uniform vec3 viewOriginVector; // [x, y, z, AO ID] attribute vec4 positionAttribute; // [R, G, B, diffuse] attribute vec4 colorAttribute; // [x, y, z] attribute vec3 normalAttribute; varying vec4 color; varying vec3 fogDensity; //varying vec2 detailCoord; void PrepareForDynamicLightNoBump(vec3 vertexCoord, vec3 normal); vec4 FogDensity(float poweredLength); void main() { vec4 vertexPos = vec4(positionAttribute.xyz, 1.); vertexPos.xyz += modelOrigin; gl_Position = projectionViewModelMatrix * vertexPos; color = colorAttribute; if(dot(color.xyz, vec3(1.)) < 0.0001){ color.xyz = customColor; } // linearize color.xyz *= color.xyz; // material type (see `VoxelModel.h` for the definition) float materialType = colorAttribute.w * 255.0; if (materialType > 0.5) { // emissive material - unaffected by dynamic lights color.xyz = vec3(0.0); } // calculate normal vec3 normal = normalAttribute; normal = (modelNormalMatrix * vec4(normal, 1.)).xyz; normal = normalize(normal); vec2 horzRelativePos = (modelMatrix * vertexPos).xy - viewOriginVector.xy; float horzDistance = dot(horzRelativePos, horzRelativePos); fogDensity = FogDensity(horzDistance).xyz; PrepareForDynamicLightNoBump((modelMatrix * vertexPos).xyz, normal); }