/* 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; // [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); 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; // calculate normal vec3 normal = normalAttribute; normal = (modelNormalMatrix * vec4(normal, 1.)).xyz; normal = normalize(normal); vec4 viewPos = viewModelMatrix * vertexPos; float distance = length(viewPos.xyz) / fogDistance; distance = clamp(distance, 0., 1.); fogDensity = vec3(distance); fogDensity = pow(fogDensity, vec3(1., .9, .7)); fogDensity *= fogDensity; PrepareForDynamicLightNoBump((modelMatrix * vertexPos).xyz, normal); }