/* * This file is part of the D3wasm project (http://www.continuation-labs.com/projects/d3wasm) * Copyright (c) 2019 Gabriel Cuvillier. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, version 3. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include "glsl_shaders.h" const char * const fogShaderVP = R"( #version 300 es // Multiview #define NUM_VIEWS 2 #extension GL_OVR_multiview2 : enable layout(num_views=NUM_VIEWS) in; precision mediump float; // In in highp vec4 attr_Vertex; // input Vertex Coordinates // Uniforms uniform ShaderMatrices { uniform highp mat4 modelViewProjectionMatrix[NUM_VIEWS]; } u_shaderMatrices; uniform mat4 u_fogMatrix; // fogPlanes 0, 1, 3 (CATION: not 2!), 2 // Out // gl_Position // output Vertex Coordinates out vec2 var_TexFog; // output Fog TexCoord out vec2 var_TexFogEnter; // output FogEnter TexCoord void main() { gl_Position = u_shaderMatrices.modelViewProjectionMatrix[gl_ViewID_OVR] * attr_Vertex; // What will be computed: // // var_TexFog.x = dot(u_fogMatrix[0], attr_Vertex); // var_TexFog.y = dot(u_fogMatrix[1], attr_Vertex); // var_TexFogEnter.x = dot(u_fogMatrix[2], attr_Vertex); // var_TexFogEnter.y = dot(u_fogMatrix[3], attr_Vertex); // Optimized version: var_TexFog = vec2(dot(u_fogMatrix[0], attr_Vertex),dot(u_fogMatrix[1], attr_Vertex)); var_TexFogEnter = vec2(dot(u_fogMatrix[2], attr_Vertex),dot(u_fogMatrix[3], attr_Vertex)); } )";