97 lines
2.5 KiB
GLSL
97 lines
2.5 KiB
GLSL
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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uniform mat4 projectionViewMatrix;
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uniform mat4 viewMatrix;
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uniform vec3 chunkPosition;
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uniform float fogDistance;
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uniform vec3 viewOriginVector;
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// --- Vertex attribute ---
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// [x, y, z]
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attribute vec3 positionAttribute;
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// [ax, ay]
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attribute vec2 ambientOcclusionCoordAttribute;
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// [R, G, B, diffuse]
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attribute vec4 colorAttribute;
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// [nx, ny, nz]
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attribute vec3 normalAttribute;
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// [sx, sy, sz]
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attribute vec3 fixedPositionAttribute;
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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 vec3 viewSpaceCoord;
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varying vec3 viewSpaceNormal;
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varying vec3 reflectionDir;
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void PrepareForShadowForMap(vec3 vertexCoord, vec3 fixedVertexCoord, vec3 normal);
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vec4 FogDensity(float poweredLength);
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void main() {
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vec4 vertexPos = vec4(chunkPosition, 1.);
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vertexPos.xyz += positionAttribute.xyz;
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gl_Position = projectionViewMatrix * vertexPos;
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color = colorAttribute;
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color.xyz *= color.xyz; // linearize
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// lambert reflection
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vec3 sunDir = normalize(vec3(0, -1., -1.));
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color.w = dot(sunDir, normalAttribute);
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// ambient occlusion
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ambientOcclusionCoord = (ambientOcclusionCoordAttribute + .5) * (1. / 256.);
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vec4 viewPos = viewMatrix * vertexPos;
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vec2 horzRelativePos = vertexPos.xy - viewOriginVector.xy;
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float horzDistance = dot(horzRelativePos, horzRelativePos);
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fogDensity = FogDensity(horzDistance).xyz;
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vec3 fixedPosition = chunkPosition;
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fixedPosition += fixedPositionAttribute * 0.5;
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fixedPosition += normalAttribute * 0.1;
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vec3 normal = normalAttribute;
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vec3 shadowVertexPos = vertexPos.xyz;
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PrepareForShadowForMap(shadowVertexPos, fixedPosition, normal);
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// reflection vector (used for specular lighting)
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reflectionDir = reflect(vertexPos.xyz - viewOriginVector, normal);
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// used for diffuse lighting
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viewSpaceCoord = viewPos.xyz;
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viewSpaceNormal = (viewMatrix * vec4(normal, 0.)).xyz;
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}
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