openspades/Resources/Shaders/OptimizedVoxelModelDynamicLit.vs
Tomoaki Kawada 4047b613f1 Remove the vertical fog
Improves the AoS 0.75 compatibility.
2016-11-06 22:15:37 +09:00

71 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 vec2 texScale;
uniform vec3 viewOriginVector;
// [x, y, z]
attribute vec3 positionAttribute;
// [u, v]
attribute vec2 textureCoordAttribute;
// [x, y, z]
attribute vec3 normalAttribute;
varying vec2 textureCoord;
varying vec3 fogDensity;
//varying vec2 detailCoord;
void PrepareForDynamicLightNoBump(vec3 vertexCoord, vec3 normal);
vec4 FogDensity(float poweredLength);
void main() {
vec4 vertexPos = vec4(positionAttribute.xyz, 1.);
vertexPos.xyz += modelOrigin;
gl_Position = projectionViewModelMatrix * vertexPos;
textureCoord = textureCoordAttribute.xy * texScale.xy;
vec4 viewPos = viewModelMatrix * vertexPos;
vec2 horzRelativePos = (modelMatrix * vertexPos).xy - viewOriginVector.xy;
float horzDistance = dot(horzRelativePos, horzRelativePos);
fogDensity = FogDensity(horzDistance).xyz;
// compute normal
vec3 normal = normalAttribute;
normal = (modelNormalMatrix * vec4(normal, 1.)).xyz;
normal = normalize(normal);
PrepareForDynamicLightNoBump((modelMatrix * vertexPos).xyz, normal);
}