63 lines
1.6 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 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);
vec4 FogDensity(float poweredLength);
void main() {
vec4 vertexPos = vec4(positionAttribute.xy, 0., 1.);
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 = dot(viewPos.xyz, viewPos.xyz);
fogDensity = FogDensity(distance).xyz;
viewPosition = viewPos.xyz;
PrepareForShadow((modelMatrix * vertexPos).xyz, vec3(0., 0., -1.));
}