reaction/code/renderergl2/glsl/fogpass_vp.glsl

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attribute vec3 attr_Position;
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attribute vec3 attr_Normal;
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attribute vec4 attr_TexCoord0;
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#if defined(USE_VERTEX_ANIMATION)
attribute vec3 attr_Position2;
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attribute vec3 attr_Normal2;
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#endif
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uniform vec4 u_FogDistance;
uniform vec4 u_FogDepth;
uniform float u_FogEyeT;
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#if defined(USE_DEFORM_VERTEXES)
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uniform int u_DeformGen;
uniform float u_DeformParams[5];
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#endif
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uniform float u_Time;
uniform mat4 u_ModelViewProjectionMatrix;
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#if defined(USE_VERTEX_ANIMATION)
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uniform float u_VertexLerp;
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#endif
uniform vec4 u_Color;
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varying float var_Scale;
#if defined(USE_DEFORM_VERTEXES)
vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
{
if (u_DeformGen == 0)
{
return pos;
}
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)
{
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phase *= st.x;
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}
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)
{
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func = sign(0.5 - fract(value));
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}
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));
}
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else // if (u_DeformGen == DGEN_BULGE)
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{
func = sin(value);
}
return pos + normal * (base + func * amplitude);
}
#endif
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float CalcFog(vec3 position)
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{
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float s = dot(vec4(position, 1.0), u_FogDistance) * 8.0;
float t = dot(vec4(position, 1.0), u_FogDepth);
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float eyeOutside = float(u_FogEyeT < 0.0);
float fogged = float(t >= eyeOutside);
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t += 1e-6;
t *= fogged / (t - u_FogEyeT * eyeOutside);
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return s * t;
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}
void main()
{
#if defined(USE_VERTEX_ANIMATION)
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vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
normal = normalize(normal - vec3(0.5));
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#else
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vec3 position = attr_Position;
vec3 normal = attr_Normal * 2.0 - vec3(1.0);
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#endif
#if defined(USE_DEFORM_VERTEXES)
position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st);
#endif
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gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
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var_Scale = CalcFog(position) * u_Color.a * u_Color.a;
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}