ioef/code/renderergl2/glsl/fogpass_vp.glsl

114 lines
2.4 KiB
GLSL

attribute vec4 attr_Position;
attribute vec3 attr_Normal;
attribute vec4 attr_TexCoord0;
//#if defined(USE_VERTEX_ANIMATION)
attribute vec4 attr_Position2;
attribute vec3 attr_Normal2;
//#endif
uniform vec4 u_FogDistance;
uniform vec4 u_FogDepth;
uniform float u_FogEyeT;
//#if defined(USE_DEFORM_VERTEXES)
uniform int u_DeformGen;
uniform float u_DeformParams[5];
//#endif
uniform float u_Time;
uniform mat4 u_ModelViewProjectionMatrix;
//#if defined(USE_VERTEX_ANIMATION)
uniform float u_VertexLerp;
//#endif
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)
{
phase *= M_PI * 0.25 * 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
float CalcFog(vec4 position)
{
float s = dot(position, u_FogDistance) * 8.0;
float t = dot(position, u_FogDepth);
float eyeOutside = step(0.0, -u_FogEyeT);
float fogged = step(eyeOutside, t);
t = max(t, 1e-6);
t *= fogged / (t - u_FogEyeT * eyeOutside);
return s * t;
}
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;
var_Scale = CalcFog(position);
}