c4a8e9b098
* Vegetation shader and technique bugfixes * GLSL bug fix for vegetation shader * pivot fixed * Shaders fixed * Text formatting
123 lines
3.6 KiB
GLSL
123 lines
3.6 KiB
GLSL
#include "Uniforms.glsl"
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#include "Transform.glsl"
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#include "ScreenPos.glsl"
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#include "Lighting.glsl"
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uniform float cWindHeightFactor;
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uniform float cWindHeightPivot;
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uniform float cWindPeriod;
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uniform vec2 cWindWorldSpacing;
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#ifdef WINDSTEMAXIS
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uniform vec3 cWindStemAxis;
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#endif
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#ifdef NORMALMAP
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varying vec4 vTexCoord;
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varying vec4 vTangent;
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#else
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varying vec2 vTexCoord;
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#endif
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varying vec3 vNormal;
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varying vec4 vWorldPos;
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#ifdef VERTEXCOLOR
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varying vec4 vColor;
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#endif
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#ifdef PERPIXEL
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#ifdef SHADOW
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#ifndef GL_ES
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varying vec4 vShadowPos[NUMCASCADES];
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#else
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varying highp vec4 vShadowPos[NUMCASCADES];
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#endif
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#endif
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#ifdef SPOTLIGHT
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varying vec4 vSpotPos;
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#endif
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#ifdef POINTLIGHT
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varying vec3 vCubeMaskVec;
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#endif
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#else
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varying vec3 vVertexLight;
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varying vec4 vScreenPos;
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#ifdef ENVCUBEMAP
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varying vec3 vReflectionVec;
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#endif
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#if defined(LIGHTMAP) || defined(AO)
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varying vec2 vTexCoord2;
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#endif
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#endif
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void VS()
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{
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mat4 modelMatrix = iModelMatrix;
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vec3 worldPos = GetWorldPos(modelMatrix);
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#ifdef WINDSTEMAXIS
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float stemDistance = dot(iPos.xyz, cWindStemAxis);
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#else
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float stemDistance = iPos.y;
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#endif
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float windStrength = max(stemDistance - cWindHeightPivot, 0.0) * cWindHeightFactor;
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float windPeriod = cElapsedTime * cWindPeriod + dot(worldPos.xz, cWindWorldSpacing);
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worldPos.x += windStrength * sin(windPeriod);
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worldPos.z -= windStrength * cos(windPeriod);
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gl_Position = GetClipPos(worldPos);
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vNormal = GetWorldNormal(modelMatrix);
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vWorldPos = vec4(worldPos, GetDepth(gl_Position));
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#ifdef VERTEXCOLOR
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vColor = iColor;
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#endif
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#ifdef NORMALMAP
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vec4 tangent = GetWorldTangent(modelMatrix);
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vec3 bitangent = cross(tangent.xyz, vNormal) * tangent.w;
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vTexCoord = vec4(GetTexCoord(iTexCoord), bitangent.xy);
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vTangent = vec4(tangent.xyz, bitangent.z);
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#else
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vTexCoord = GetTexCoord(iTexCoord);
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#endif
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#ifdef PERPIXEL
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// Per-pixel forward lighting
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vec4 projWorldPos = vec4(worldPos, 1.0);
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#ifdef SHADOW
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// Shadow projection: transform from world space to shadow space
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for (int i = 0; i < NUMCASCADES; i++)
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vShadowPos[i] = GetShadowPos(i, vNormal, projWorldPos);
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#endif
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#ifdef SPOTLIGHT
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// Spotlight projection: transform from world space to projector texture coordinates
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vSpotPos = projWorldPos * cLightMatrices[0];
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#endif
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#ifdef POINTLIGHT
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vCubeMaskVec = (worldPos - cLightPos.xyz) * mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz);
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#endif
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#else
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// Ambient & per-vertex lighting
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#if defined(LIGHTMAP) || defined(AO)
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// If using lightmap, disregard zone ambient light
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// If using AO, calculate ambient in the PS
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vVertexLight = vec3(0.0, 0.0, 0.0);
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vTexCoord2 = iTexCoord1;
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#else
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vVertexLight = GetAmbient(GetZonePos(worldPos));
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#endif
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#ifdef NUMVERTEXLIGHTS
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for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
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vVertexLight += GetVertexLight(i, worldPos, vNormal) * cVertexLights[i * 3].rgb;
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#endif
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vScreenPos = GetScreenPos(gl_Position);
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#ifdef ENVCUBEMAP
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vReflectionVec = worldPos - cCameraPos;
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#endif
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#endif
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}
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