attribute vec4 attr_TexCoord0; #if defined(USE_LIGHTMAP) || defined(USE_TCGEN) attribute vec4 attr_TexCoord1; #endif attribute vec4 attr_Color; attribute vec3 attr_Position; attribute vec3 attr_Normal; attribute vec4 attr_Tangent; #if defined(USE_VERTEX_ANIMATION) attribute vec3 attr_Position2; attribute vec3 attr_Normal2; attribute vec4 attr_Tangent2; #elif defined(USE_BONE_ANIMATION) attribute vec4 attr_BoneIndexes; attribute vec4 attr_BoneWeights; #endif #if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR) attribute vec3 attr_LightDirection; #endif #if defined(USE_DELUXEMAP) uniform vec4 u_EnableTextures; // x = normal, y = deluxe, z = specular, w = cube #endif #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) uniform vec3 u_ViewOrigin; #endif #if defined(USE_TCGEN) uniform int u_TCGen0; uniform vec3 u_TCGen0Vector0; uniform vec3 u_TCGen0Vector1; uniform vec3 u_LocalViewOrigin; #endif #if defined(USE_TCMOD) uniform vec4 u_DiffuseTexMatrix0; uniform vec4 u_DiffuseTexMatrix1; uniform vec4 u_DiffuseTexMatrix2; uniform vec4 u_DiffuseTexMatrix3; uniform vec4 u_DiffuseTexMatrix4; uniform vec4 u_DiffuseTexMatrix5; uniform vec4 u_DiffuseTexMatrix6; uniform vec4 u_DiffuseTexMatrix7; #endif uniform mat4 u_ModelViewProjectionMatrix; uniform vec4 u_BaseColor; uniform vec4 u_VertColor; #if defined(USE_MODELMATRIX) uniform mat4 u_ModelMatrix; #endif #if defined(USE_VERTEX_ANIMATION) uniform float u_VertexLerp; #elif defined(USE_BONE_ANIMATION) uniform mat4 u_BoneMatrix[MAX_GLSL_BONES]; #endif #if defined(USE_LIGHT_VECTOR) uniform vec4 u_LightOrigin; uniform float u_LightRadius; uniform vec3 u_DirectedLight; uniform vec3 u_AmbientLight; #endif #if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) uniform vec4 u_PrimaryLightOrigin; uniform float u_PrimaryLightRadius; #endif varying vec4 var_TexCoords; varying vec4 var_Color; #if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) varying vec4 var_ColorAmbient; #endif #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) varying vec4 var_Normal; varying vec4 var_Tangent; varying vec4 var_Bitangent; #endif #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) varying vec4 var_LightDir; #endif #if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) varying vec4 var_PrimaryLightDir; #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[8]) { vec2 st2 = st; vec2 offsetPos = vec2(position.x + position.z, position.y); st2 = vec2(st2.x * texMatrix[0].x + st2.y * texMatrix[0].y + texMatrix[0].z, st2.x * texMatrix[1].x + st2.y * texMatrix[1].y + texMatrix[1].z); st2 += texMatrix[0].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[1].w * 2.0 * M_PI)); st2 = vec2(st2.x * texMatrix[2].x + st2.y * texMatrix[2].y + texMatrix[2].z, st2.x * texMatrix[3].x + st2.y * texMatrix[3].y + texMatrix[3].z); st2 += texMatrix[2].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[3].w * 2.0 * M_PI)); st2 = vec2(st2.x * texMatrix[4].x + st2.y * texMatrix[4].y + texMatrix[4].z, st2.x * texMatrix[5].x + st2.y * texMatrix[5].y + texMatrix[5].z); st2 += texMatrix[4].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[5].w * 2.0 * M_PI)); st2 = vec2(st2.x * texMatrix[6].x + st2.y * texMatrix[6].y + texMatrix[6].z, st2.x * texMatrix[7].x + st2.y * texMatrix[7].y + texMatrix[7].z); st2 += texMatrix[6].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[7].w * 2.0 * M_PI)); return st2; } #endif float CalcLightAttenuation(float point, float normDist) { // zero light at 1.0, approximating q3 style // also don't attenuate directional light float attenuation = (0.5 * normDist - 1.5) * point + 1.0; // clamp attenuation #if defined(NO_LIGHT_CLAMP) attenuation = max(attenuation, 0.0); #else attenuation = clamp(attenuation, 0.0, 1.0); #endif return attenuation; } 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); #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) vec3 tangent = mix(attr_Tangent.xyz, attr_Tangent2.xyz, u_VertexLerp); #endif #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); #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) vec3 tangent = normalize(nrmMat * attr_Tangent.xyz); #endif #else vec3 position = attr_Position; vec3 normal = attr_Normal; #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) vec3 tangent = attr_Tangent.xyz; #endif #endif #if defined(USE_TCGEN) vec2 texCoords = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1); #else vec2 texCoords = attr_TexCoord0.st; #endif #if defined(USE_TCMOD) vec4 diffuseTexMatrix[8]; diffuseTexMatrix[0] = u_DiffuseTexMatrix0; diffuseTexMatrix[1] = u_DiffuseTexMatrix1; diffuseTexMatrix[2] = u_DiffuseTexMatrix2; diffuseTexMatrix[3] = u_DiffuseTexMatrix3; diffuseTexMatrix[4] = u_DiffuseTexMatrix4; diffuseTexMatrix[5] = u_DiffuseTexMatrix5; diffuseTexMatrix[6] = u_DiffuseTexMatrix6; diffuseTexMatrix[7] = u_DiffuseTexMatrix7; var_TexCoords.xy = ModTexCoords(texCoords, position, diffuseTexMatrix); #else var_TexCoords.xy = texCoords; #endif gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0); #if defined(USE_MODELMATRIX) position = (u_ModelMatrix * vec4(position, 1.0)).xyz; normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz; #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz; #endif #endif #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) vec3 bitangent = cross(normal, tangent) * attr_Tangent.w; #endif #if defined(USE_LIGHT_VECTOR) vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w); #elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) vec3 L = attr_LightDirection; #if defined(USE_MODELMATRIX) L = (u_ModelMatrix * vec4(L, 0.0)).xyz; #endif #endif #if defined(USE_LIGHTMAP) var_TexCoords.zw = attr_TexCoord1.st; #endif var_Color = u_VertColor * attr_Color + u_BaseColor; #if defined(USE_LIGHT_VECTOR) #if defined(USE_FAST_LIGHT) float sqrLightDist = dot(L, L); float NL = clamp(dot(normalize(normal), L) / sqrt(sqrLightDist), 0.0, 1.0); float attenuation = CalcLightAttenuation(u_LightOrigin.w, u_LightRadius * u_LightRadius / sqrLightDist); var_Color.rgb *= u_DirectedLight * (attenuation * NL) + u_AmbientLight; #else var_ColorAmbient.rgb = u_AmbientLight * var_Color.rgb; var_Color.rgb *= u_DirectedLight; #if defined(USE_PBR) var_ColorAmbient.rgb *= var_ColorAmbient.rgb; #endif #endif #endif #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) && defined(USE_PBR) var_Color.rgb *= var_Color.rgb; #endif #if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) var_PrimaryLightDir.xyz = u_PrimaryLightOrigin.xyz - (position * u_PrimaryLightOrigin.w); var_PrimaryLightDir.w = u_PrimaryLightRadius * u_PrimaryLightRadius; #endif #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) #if defined(USE_LIGHT_VECTOR) var_LightDir = vec4(L, u_LightRadius * u_LightRadius); #else var_LightDir = vec4(L, 0.0); #endif #if defined(USE_DELUXEMAP) var_LightDir -= u_EnableTextures.y * var_LightDir; #endif #endif #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) vec3 viewDir = u_ViewOrigin - position; // store view direction in tangent space to save on varyings var_Normal = vec4(normal, viewDir.x); var_Tangent = vec4(tangent, viewDir.y); var_Bitangent = vec4(bitangent, viewDir.z); #endif }