openspades/Resources/Shaders/OptimizedVoxelModel.vs
2013-08-18 16:18:06 +09:00

58 lines
1.3 KiB
GLSL

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);
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 = length(viewPos.xyz) / fogDistance;
distance = clamp(distance, 0., 1.);
fogDensity = vec3(distance);
fogDensity = pow(fogDensity, vec3(1., .9, .7));
fogDensity *= fogDensity;
PrepareForShadow((modelMatrix * vertexPos).xyz, normal);
}