doom3quest/Projects/Android/jni/d3es-multithread-master/neo/renderer/glsl/blendLightShaderVP.cpp
Simon b2b8f43c9d Initial Commit
Builds, runs, no stereo or much else is working, menus work ok though
2020-09-08 23:10:45 +01:00

57 lines
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1.7 KiB
C++

/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "glsl_shaders.h"
const char * const blendLightShaderVP = R"(
#version 100
precision mediump float;
// In
attribute highp vec4 attr_Vertex;
// Uniforms
uniform highp mat4 u_modelViewProjectionMatrix;
uniform mat4 u_fogMatrix;
// Out
// gl_Position
varying vec2 var_TexFog;
varying vec2 var_TexFogEnter;
void main(void)
{
gl_Position = u_modelViewProjectionMatrix * attr_Vertex;
// What will be computed:
//
// vec4 tc;
// tc.x = dot( u_fogMatrix[0], attr_Vertex );
// tc.y = dot( u_fogMatrix[1], attr_Vertex );
// tc.z = 0.0;
// tc.w = dot( u_fogMatrix[2], attr_Vertex );
// var_TexFog.xy = tc.xy / tc.w;
//
// var_TexFogEnter.x = dot( u_fogMatrix[3], attr_Vertex );
// var_TexFogEnter.y = 0.5;
// Optimized version:
//
var_TexFog = vec2(dot( u_fogMatrix[0], attr_Vertex ), dot( u_fogMatrix[1], attr_Vertex )) / dot( u_fogMatrix[2], attr_Vertex );
var_TexFogEnter = vec2( dot( u_fogMatrix[3], attr_Vertex ), 0.5 );
}
)";