77 lines
1.7 KiB
GLSL
77 lines
1.7 KiB
GLSL
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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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// [x, y, z, AO ID]
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attribute vec4 positionAttribute;
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// [u, v]
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attribute vec2 textureCoordAttribute;
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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 vec2 ambientOcclusionCoord;
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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 PrepareForShadow(vec3 worldOrigin, vec3 normal);
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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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// direct sunlight
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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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float sunlight = dot(normal, sunLightDirection);
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sunlight = max(sunlight, 0.);
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color.w *= sunlight;
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// ambient occlusion
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float aoID = positionAttribute.w / 256.;
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float aoY = aoID * 16.;
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float aoX = fract(aoY);
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aoY = floor(aoY) / 16.;
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ambientOcclusionCoord = vec2(aoX, aoY);
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ambientOcclusionCoord += textureCoordAttribute.xy * (15. / 256.);
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ambientOcclusionCoord += .5 / 256.;
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vec4 viewPos = viewModelMatrix * vertexPos;
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float distance = length(viewPos.xyz) / fogDistance;
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distance = clamp(distance, 0., 1.);
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fogDensity = vec3(distance);
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fogDensity = pow(fogDensity, vec3(1., .9, .7));
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fogDensity *= fogDensity;
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PrepareForShadow((modelMatrix * vertexPos).xyz, normal);
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}
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