openspades/Resources/Shaders/OptimizedVoxelModel.vs

75 lines
1.9 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 vec2 texScale;
// [x, y, z]
attribute vec3 positionAttribute;
// [u, v]
attribute vec2 textureCoordAttribute;
// [x, y, z]
attribute vec3 normalAttribute;
varying vec4 textureCoord;
varying vec4 color;
varying vec3 fogDensity;
varying float flatShading;
//varying vec2 detailCoord;
void PrepareForShadow(vec3 worldOrigin, vec3 normal);
vec4 FogDensity(float poweredLength);
void main() {
vec4 vertexPos = vec4(positionAttribute.xyz, 1.);
vertexPos.xyz += modelOrigin;
gl_Position = projectionViewModelMatrix * vertexPos;
textureCoord = textureCoordAttribute.xyxy * vec4(texScale.xy, vec2(1.));
// direct sunlight
vec3 normal = normalAttribute;
normal = (modelNormalMatrix * vec4(normal, 1.)).xyz;
normal = normalize(normal);
float sunlight = dot(normal, sunLightDirection);
sunlight = max(sunlight, 0.);
flatShading = sunlight;
vec4 viewPos = viewModelMatrix * vertexPos;
float distance = dot(viewPos.xyz, viewPos.xyz);
fogDensity = FogDensity(distance).xyz;
PrepareForShadow((modelMatrix * vertexPos).xyz, normal);
}