attribute vec4 attr_Position; attribute vec3 attr_Normal; #if defined(USE_VERTEX_ANIMATION) attribute vec4 attr_Position2; attribute vec3 attr_Normal2; #endif attribute vec4 attr_Color; attribute vec4 attr_TexCoord0; #if defined(USE_LIGHTMAP) || defined(USE_TCGEN) attribute vec4 attr_TexCoord1; #endif uniform vec4 u_DiffuseTexMatrix; uniform vec4 u_DiffuseTexOffTurb; #if defined(USE_TCGEN) || defined(USE_RGBAGEN) uniform vec3 u_ViewOrigin; #endif #if defined(USE_TCGEN) uniform int u_TCGen0; uniform vec3 u_TCGen0Vector0; uniform vec3 u_TCGen0Vector1; #endif #if defined(USE_FOG) uniform vec4 u_FogDistance; uniform vec4 u_FogDepth; uniform float u_FogEyeT; uniform vec4 u_FogColorMask; #endif #if defined(USE_DEFORM_VERTEXES) uniform int u_DeformGen; uniform float u_DeformParams[5]; uniform float u_Time; #endif uniform mat4 u_ModelViewProjectionMatrix; uniform vec4 u_BaseColor; uniform vec4 u_VertColor; #if defined(USE_RGBAGEN) uniform int u_ColorGen; uniform int u_AlphaGen; uniform vec3 u_AmbientLight; uniform vec3 u_DirectedLight; uniform vec4 u_LightOrigin; uniform float u_PortalRange; #endif #if defined(USE_VERTEX_ANIMATION) uniform float u_VertexLerp; #endif varying vec2 var_DiffuseTex; #if defined(USE_LIGHTMAP) varying vec2 var_LightTex; #endif varying vec4 var_Color; #if defined(USE_DEFORM_VERTEXES) vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) { 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) { phase *= st.x; } 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) { func = sign(sin(value * 2.0 * M_PI)); } 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)); } else if (u_DeformGen == DGEN_BULGE) { func = sin(value); } return pos + normal * (base + func * amplitude); } #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_ViewOrigin - position); tex = -reflect(viewer, normal).yz * vec2(0.5, -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, vec4 offTurb) { float amplitude = offTurb.z; float phase = offTurb.w; vec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + offTurb.xy; vec3 offsetPos = position / 1024.0; offsetPos.x += offsetPos.z; vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI); return st2 + texOffset * amplitude; } #endif #if defined(USE_RGBAGEN) vec4 CalcColor(vec3 position, vec3 normal) { vec4 color = u_VertColor * attr_Color + u_BaseColor; if (u_ColorGen == CGEN_LIGHTING_DIFFUSE) { float incoming = clamp(dot(normal, u_LightOrigin.xyz), 0.0, 1.0); color.rgb = clamp(u_DirectedLight * incoming + u_AmbientLight, 0.0, 1.0); } vec3 toView = u_ViewOrigin - position; vec3 viewer = normalize(u_ViewOrigin - position); if (u_AlphaGen == AGEN_LIGHTING_SPECULAR) { vec3 lightDir = normalize(vec3(-960.0, -1980.0, 96.0) - position.xyz); vec3 halfangle = normalize(lightDir + viewer); color.a = pow(max(dot(normal, halfangle), 0.0), 8.0); } else if (u_AlphaGen == AGEN_PORTAL) { float alpha = length(toView) / u_PortalRange; color.a = clamp(alpha, 0.0, 1.0); } else if (u_AlphaGen == AGEN_FRESNEL) { color.a = 0.10 + 0.90 * pow(1.0 - dot(normal, viewer), 5); } return color; } #endif #if defined(USE_FOG) float CalcFog(vec4 position) { float s = dot(position, u_FogDistance) * 8.0; float t = dot(position, u_FogDepth); bool eyeOutside = u_FogEyeT < 0.0; float t2 = float(t >= float(eyeOutside)); if (eyeOutside) t2 *= t / (t - u_FogEyeT); return s * t2; } #endif void main() { #if defined(USE_VERTEX_ANIMATION) vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp); vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp)); #else vec4 position = attr_Position; vec3 normal = attr_Normal; #endif #if defined(USE_DEFORM_VERTEXES) position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st); #endif gl_Position = u_ModelViewProjectionMatrix * position; #if defined(USE_TCGEN) vec2 tex = GenTexCoords(u_TCGen0, position.xyz, normal, u_TCGen0Vector0, u_TCGen0Vector1); #else vec2 tex = attr_TexCoord0.st; #endif #if defined(USE_TCMOD) var_DiffuseTex = ModTexCoords(tex, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb); #else var_DiffuseTex = tex; #endif #if defined(USE_LIGHTMAP) var_LightTex = attr_TexCoord1.st; #endif #if defined(USE_RGBAGEN) var_Color = CalcColor(position.xyz, normal); #else var_Color = u_VertColor * attr_Color + u_BaseColor; #endif #if defined(USE_FOG) var_Color *= vec4(1.0) - u_FogColorMask * sqrt(clamp(CalcFog(position), 0.0, 1.0)); #endif }