attribute vec3 attr_Position; attribute vec3 attr_Normal; #if defined(USE_VERTEX_ANIMATION) attribute vec3 attr_Position2; attribute vec3 attr_Normal2; #elif defined(USE_BONE_ANIMATION) attribute vec4 attr_BoneIndexes; attribute vec4 attr_BoneWeights; #endif attribute vec4 attr_Color; attribute vec4 attr_TexCoord0; #if defined(USE_TCGEN) attribute vec4 attr_TexCoord1; #endif uniform vec4 u_DiffuseTexMatrix; uniform vec4 u_DiffuseTexOffTurb; #if defined(USE_TCGEN) || defined(USE_RGBAGEN) uniform vec3 u_LocalViewOrigin; #endif #if defined(USE_TCGEN) uniform int u_TCGen0; uniform vec3 u_TCGen0Vector0; uniform vec3 u_TCGen0Vector1; #endif #if defined(USE_FOG) uniform vec4 u_FogDistance; uniform vec4 u_FogDepth; uniform float u_FogEyeT; uniform vec4 u_FogColorMask; #endif #if defined(USE_DEFORM_VERTEXES) uniform int u_DeformGen; uniform float u_DeformParams[5]; uniform float u_Time; #endif uniform mat4 u_ModelViewProjectionMatrix; uniform vec4 u_BaseColor; uniform vec4 u_VertColor; #if defined(USE_RGBAGEN) uniform int u_ColorGen; uniform int u_AlphaGen; uniform vec3 u_AmbientLight; uniform vec3 u_DirectedLight; uniform vec3 u_ModelLightDir; uniform float u_PortalRange; #endif #if defined(USE_VERTEX_ANIMATION) uniform float u_VertexLerp; #elif defined(USE_BONE_ANIMATION) uniform mat4 u_BoneMatrix[MAX_GLSL_BONES]; #endif varying vec2 var_DiffuseTex; varying vec4 var_Color; #if defined(USE_DEFORM_VERTEXES) vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) { float base = u_DeformParams[0]; float amplitude = u_DeformParams[1]; float phase = u_DeformParams[2]; float frequency = u_DeformParams[3]; float spread = u_DeformParams[4]; if (u_DeformGen == DGEN_BULGE) { phase *= st.x; } else // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH) { phase += dot(pos.xyz, vec3(spread)); } float value = phase + (u_Time * frequency); float func; if (u_DeformGen == DGEN_WAVE_SIN) { func = sin(value * 2.0 * M_PI); } else if (u_DeformGen == DGEN_WAVE_SQUARE) { func = sign(fract(0.5 - value)); } else if (u_DeformGen == DGEN_WAVE_TRIANGLE) { func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0; } else if (u_DeformGen == DGEN_WAVE_SAWTOOTH) { func = fract(value); } else if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH) { func = (1.0 - fract(value)); } else // if (u_DeformGen == DGEN_BULGE) { func = sin(value); } return pos + normal * (base + func * amplitude); } #endif #if defined(USE_TCGEN) vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3 TCGenVector1) { vec2 tex = attr_TexCoord0.st; if (TCGen == TCGEN_LIGHTMAP) { tex = attr_TexCoord1.st; } else if (TCGen == TCGEN_ENVIRONMENT_MAPPED) { vec3 viewer = normalize(u_LocalViewOrigin - position); vec2 ref = reflect(viewer, normal).yz; tex.s = ref.x * -0.5 + 0.5; tex.t = ref.y * 0.5 + 0.5; } else if (TCGen == TCGEN_VECTOR) { tex = vec2(dot(position, TCGenVector0), dot(position, TCGenVector1)); } return tex; } #endif #if defined(USE_TCMOD) vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb) { float amplitude = offTurb.z; float phase = offTurb.w * 2.0 * M_PI; vec2 st2; st2.x = st.x * texMatrix.x + (st.y * texMatrix.z + offTurb.x); st2.y = st.x * texMatrix.y + (st.y * texMatrix.w + offTurb.y); vec2 offsetPos = vec2(position.x + position.z, position.y); vec2 texOffset = sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(phase)); return st2 + texOffset * amplitude; } #endif #if defined(USE_RGBAGEN) vec4 CalcColor(vec3 position, vec3 normal) { vec4 color = u_VertColor * attr_Color + u_BaseColor; if (u_ColorGen == CGEN_LIGHTING_DIFFUSE) { float incoming = clamp(dot(normal, u_ModelLightDir), 0.0, 1.0); color.rgb = clamp(u_DirectedLight * incoming + u_AmbientLight, 0.0, 1.0); } vec3 viewer = u_LocalViewOrigin - position; if (u_AlphaGen == AGEN_LIGHTING_SPECULAR) { vec3 lightDir = normalize(vec3(-960.0, 1980.0, 96.0) - position); vec3 reflected = -reflect(lightDir, normal); color.a = clamp(dot(reflected, normalize(viewer)), 0.0, 1.0); color.a *= color.a; color.a *= color.a; } else if (u_AlphaGen == AGEN_PORTAL) { color.a = clamp(length(viewer) / u_PortalRange, 0.0, 1.0); } return color; } #endif #if defined(USE_FOG) float CalcFog(vec3 position) { float s = dot(vec4(position, 1.0), u_FogDistance) * 8.0; float t = dot(vec4(position, 1.0), u_FogDepth); float eyeOutside = float(u_FogEyeT < 0.0); float fogged = float(t >= eyeOutside); t += 1e-6; t *= fogged / (t - u_FogEyeT * eyeOutside); return s * t; } #endif void main() { #if defined(USE_VERTEX_ANIMATION) vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp); #elif defined(USE_BONE_ANIMATION) mat4 vtxMat = u_BoneMatrix[int(attr_BoneIndexes.x)] * attr_BoneWeights.x; vtxMat += u_BoneMatrix[int(attr_BoneIndexes.y)] * attr_BoneWeights.y; vtxMat += u_BoneMatrix[int(attr_BoneIndexes.z)] * attr_BoneWeights.z; vtxMat += u_BoneMatrix[int(attr_BoneIndexes.w)] * attr_BoneWeights.w; mat3 nrmMat = mat3(cross(vtxMat[1].xyz, vtxMat[2].xyz), cross(vtxMat[2].xyz, vtxMat[0].xyz), cross(vtxMat[0].xyz, vtxMat[1].xyz)); vec3 position = vec3(vtxMat * vec4(attr_Position, 1.0)); vec3 normal = normalize(nrmMat * attr_Normal); #else vec3 position = attr_Position; vec3 normal = attr_Normal; #endif #if defined(USE_DEFORM_VERTEXES) position = DeformPosition(position, normal, attr_TexCoord0.st); #endif gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0); #if defined(USE_TCGEN) vec2 tex = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1); #else vec2 tex = attr_TexCoord0.st; #endif #if defined(USE_TCMOD) var_DiffuseTex = ModTexCoords(tex, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb); #else var_DiffuseTex = tex; #endif #if defined(USE_RGBAGEN) var_Color = CalcColor(position, normal); #else var_Color = u_VertColor * attr_Color + u_BaseColor; #endif #if defined(USE_FOG) var_Color *= vec4(1.0) - u_FogColorMask * sqrt(clamp(CalcFog(position), 0.0, 1.0)); #endif }