openspades/Resources/Shaders/VoxelModel.vs
2013-08-18 16:18:06 +09:00

77 lines
1.7 KiB
GLSL

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;
// [u, v]
attribute vec2 textureCoordAttribute;
// [R, G, B, diffuse]
attribute vec4 colorAttribute;
// [x, y, z]
attribute vec3 normalAttribute;
varying vec2 ambientOcclusionCoord;
varying vec4 color;
varying vec3 fogDensity;
//varying vec2 detailCoord;
void PrepareForShadow(vec3 worldOrigin, 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;
// direct sunlight
vec3 normal = normalAttribute;
normal = (modelNormalMatrix * vec4(normal, 1.)).xyz;
normal = normalize(normal);
float sunlight = dot(normal, sunLightDirection);
sunlight = max(sunlight, 0.);
color.w *= sunlight;
// ambient occlusion
float aoID = positionAttribute.w / 256.;
float aoY = aoID * 16.;
float aoX = fract(aoY);
aoY = floor(aoY) / 16.;
ambientOcclusionCoord = vec2(aoX, aoY);
ambientOcclusionCoord += textureCoordAttribute.xy * (15. / 256.);
ambientOcclusionCoord += .5 / 256.;
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;
PrepareForShadow((modelMatrix * vertexPos).xyz, normal);
}