openspades/Resources/Shaders/VoxelModelDynamicLit.vs
2019-05-25 18:44:56 +09:00

86 lines
2.1 KiB
GLSL

/*
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 <http://www.gnu.org/licenses/>.
*/
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);
}