mirror of
https://github.com/DrBeef/Doom3Quest.git
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88 lines
2.6 KiB
C++
88 lines
2.6 KiB
C++
/*
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* This file is part of the D3wasm project (http://www.continuation-labs.com/projects/d3wasm)
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* Copyright (c) 2019 Gabriel Cuvillier.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "glsl_shaders.h"
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const char * const interactionPhongShaderVP = R"(
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#version 100
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precision highp float;
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// In
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attribute highp vec4 attr_Vertex;
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attribute lowp vec4 attr_Color;
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attribute vec4 attr_TexCoord;
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attribute vec3 attr_Tangent;
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attribute vec3 attr_Bitangent;
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attribute vec3 attr_Normal;
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// Uniforms
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uniform highp mat4 u_modelViewProjectionMatrix;
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uniform mat4 u_lightProjection;
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uniform lowp float u_colorModulate;
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uniform lowp float u_colorAdd;
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uniform vec4 u_lightOrigin;
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uniform vec4 u_viewOrigin;
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uniform vec4 u_bumpMatrixS;
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uniform vec4 u_bumpMatrixT;
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uniform vec4 u_diffuseMatrixS;
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uniform vec4 u_diffuseMatrixT;
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uniform vec4 u_specularMatrixS;
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uniform vec4 u_specularMatrixT;
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// Out
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// gl_Position
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varying vec2 var_TexDiffuse;
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varying vec2 var_TexNormal;
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varying vec2 var_TexSpecular;
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varying vec4 var_TexLight;
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varying lowp vec4 var_Color;
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varying vec3 var_L;
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varying vec3 var_V;
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void main(void)
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{
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mat3 M = mat3(attr_Tangent, attr_Bitangent, attr_Normal);
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var_TexNormal.x = dot(u_bumpMatrixS, attr_TexCoord);
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var_TexNormal.y = dot(u_bumpMatrixT, attr_TexCoord);
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var_TexDiffuse.x = dot(u_diffuseMatrixS, attr_TexCoord);
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var_TexDiffuse.y = dot(u_diffuseMatrixT, attr_TexCoord);
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var_TexSpecular.x = dot(u_specularMatrixS, attr_TexCoord);
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var_TexSpecular.y = dot(u_specularMatrixT, attr_TexCoord);
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var_TexLight.x = dot(u_lightProjection[0], attr_Vertex);
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var_TexLight.y = dot(u_lightProjection[1], attr_Vertex);
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var_TexLight.z = dot(u_lightProjection[2], attr_Vertex);
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var_TexLight.w = dot(u_lightProjection[3], attr_Vertex);
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vec3 L = u_lightOrigin.xyz - attr_Vertex.xyz;
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vec3 V = u_viewOrigin.xyz - attr_Vertex.xyz;
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var_L = L * M;
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var_V = V * M;
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if (u_colorModulate == 0.0) {
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var_Color = vec4(u_colorAdd);
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} else {
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var_Color = (attr_Color * u_colorModulate) + vec4(u_colorAdd);
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}
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gl_Position = u_modelViewProjectionMatrix * attr_Vertex;
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}
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)";
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