/* 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 viewModelMatrix; uniform vec3 viewOrigin; uniform float fogDistance; // [x, y] attribute vec2 positionAttribute; varying vec3 fogDensity; varying vec3 screenPosition; varying vec3 viewPosition; varying vec3 worldPosition; uniform sampler2D waveTexture; //varying vec2 detailCoord; void PrepareForShadow(vec3 worldOrigin, vec3 normal); float DisplaceWater(vec2 worldPos); void main() { vec4 vertexPos = vec4(positionAttribute.xy, 0., 1.); worldPosition = (modelMatrix * vertexPos).xyz; vertexPos.z += DisplaceWater(worldPosition.xy); worldPosition = (modelMatrix * vertexPos).xyz; gl_Position = projectionViewModelMatrix * vertexPos; screenPosition = gl_Position.xyw; screenPosition.xy = (screenPosition.xy + screenPosition.z) * .5; 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; viewPosition = viewPos.xyz; PrepareForShadow((modelMatrix * vertexPos).xyz, vec3(0., 0., -1.)); }