86 lines
2.1 KiB
GLSL
86 lines
2.1 KiB
GLSL
/*
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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
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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uniform mat4 projectionViewModelMatrix;
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uniform mat4 modelMatrix;
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uniform mat4 modelNormalMatrix;
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uniform mat4 viewModelMatrix;
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uniform vec3 modelOrigin;
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uniform float fogDistance;
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uniform vec3 sunLightDirection;
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uniform vec3 customColor;
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uniform vec3 viewOriginVector;
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// [x, y, z, AO ID]
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attribute vec4 positionAttribute;
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// [R, G, B, diffuse]
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attribute vec4 colorAttribute;
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// [x, y, z]
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attribute vec3 normalAttribute;
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varying vec4 color;
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varying vec3 fogDensity;
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//varying vec2 detailCoord;
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void PrepareForDynamicLightNoBump(vec3 vertexCoord, vec3 normal);
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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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color = colorAttribute;
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if(dot(color.xyz, vec3(1.)) < 0.0001){
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color.xyz = customColor;
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}
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// linearize
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color.xyz *= color.xyz;
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// material type (see `VoxelModel.h` for the definition)
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float materialType = colorAttribute.w * 255.0;
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if (materialType > 0.5) {
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// emissive material - unaffected by dynamic lights
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color.xyz = vec3(0.0);
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}
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// calculate normal
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vec3 normal = normalAttribute;
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normal = (modelNormalMatrix * vec4(normal, 1.)).xyz;
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normal = normalize(normal);
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vec2 horzRelativePos = (modelMatrix * vertexPos).xy - viewOriginVector.xy;
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float horzDistance = dot(horzRelativePos, horzRelativePos);
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fogDensity = FogDensity(horzDistance).xyz;
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PrepareForDynamicLightNoBump((modelMatrix * vertexPos).xyz, normal);
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}
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