ioef/code/renderergl2/glsl/generic_vp.glsl
SmileTheory b1821e303d OpenGL2: remove lightmap support from generic glsl shader.
This path was barely used and doing this compiles fewer shaders.
2014-11-10 21:59:37 -08:00

239 lines
5.4 KiB
GLSL

attribute vec3 attr_Position;
attribute vec3 attr_Normal;
#if defined(USE_VERTEX_ANIMATION)
attribute vec3 attr_Position2;
attribute vec3 attr_Normal2;
#endif
attribute vec4 attr_Color;
attribute vec4 attr_TexCoord0;
#if 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_LocalViewOrigin;
#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 vec3 u_ModelLightDir;
uniform float u_PortalRange;
#endif
#if defined(USE_VERTEX_ANIMATION)
uniform float u_VertexLerp;
#endif
varying vec2 var_DiffuseTex;
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(fract(0.5 - value));
}
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_LocalViewOrigin - position);
vec2 ref = reflect(viewer, normal).yz;
tex.s = ref.x * -0.5 + 0.5;
tex.t = ref.y * 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 * 2.0 * M_PI;
vec2 st2;
st2.x = st.x * texMatrix.x + (st.y * texMatrix.z + offTurb.x);
st2.y = st.x * texMatrix.y + (st.y * texMatrix.w + offTurb.y);
vec2 offsetPos = vec2(position.x + position.z, position.y);
vec2 texOffset = sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(phase));
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_ModelLightDir), 0.0, 1.0);
color.rgb = clamp(u_DirectedLight * incoming + u_AmbientLight, 0.0, 1.0);
}
vec3 viewer = u_LocalViewOrigin - position;
if (u_AlphaGen == AGEN_LIGHTING_SPECULAR)
{
vec3 lightDir = normalize(vec3(-960.0, 1980.0, 96.0) - position);
vec3 reflected = -reflect(lightDir, normal);
color.a = clamp(dot(reflected, normalize(viewer)), 0.0, 1.0);
color.a *= color.a;
color.a *= color.a;
}
else if (u_AlphaGen == AGEN_PORTAL)
{
color.a = clamp(length(viewer) / u_PortalRange, 0.0, 1.0);
}
return color;
}
#endif
#if defined(USE_FOG)
float CalcFog(vec3 position)
{
float s = dot(vec4(position, 1.0), u_FogDistance) * 8.0;
float t = dot(vec4(position, 1.0), u_FogDepth);
float eyeOutside = float(u_FogEyeT < 0.0);
float fogged = float(t >= eyeOutside);
t += 1e-6;
t *= fogged / (t - u_FogEyeT * eyeOutside);
return s * t;
}
#endif
void main()
{
#if defined(USE_VERTEX_ANIMATION)
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
#else
vec3 position = attr_Position;
vec3 normal = attr_Normal;
#endif
#if defined(USE_DEFORM_VERTEXES)
position = DeformPosition(position, normal, attr_TexCoord0.st);
#endif
gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
#if defined(USE_TCGEN)
vec2 tex = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1);
#else
vec2 tex = attr_TexCoord0.st;
#endif
#if defined(USE_TCMOD)
var_DiffuseTex = ModTexCoords(tex, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
#else
var_DiffuseTex = tex;
#endif
#if defined(USE_RGBAGEN)
var_Color = CalcColor(position, 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
}