in vec4 aPosition; in vec2 aTexCoord; in vec4 aColor; #ifndef SIMPLE // we do not need these for simple shaders in vec4 aVertex2; in vec4 aNormal; out vec4 pixelpos; out vec3 glowdist; out vec3 gradientdist; out vec4 vWorldNormal; out vec4 vEyeNormal; #endif out vec4 vTexCoord; out vec4 vColor; void main() { vec2 parmTexCoord; vec4 parmPosition; #ifndef USE_QUAD_DRAWER parmTexCoord = aTexCoord; parmPosition = aPosition; #else if (uQuadMode == 0) { parmTexCoord = aTexCoord; parmPosition = aPosition; } else { parmPosition = uQuadVertices[int(aPosition.x)]; parmTexCoord = uQuadTexCoords[int(aPosition.x)].st; } #endif #ifndef SIMPLE vec4 worldcoord = ModelMatrix * mix(parmPosition, aVertex2, uInterpolationFactor); #else vec4 worldcoord = ModelMatrix * parmPosition; #endif vec4 eyeCoordPos = ViewMatrix * worldcoord; vColor = aColor; #ifndef SIMPLE pixelpos.xyz = worldcoord.xyz; pixelpos.w = -eyeCoordPos.z/eyeCoordPos.w; if (uGlowTopColor.a > 0 || uGlowBottomColor.a > 0) { float topatpoint = (uGlowTopPlane.w + uGlowTopPlane.x * worldcoord.x + uGlowTopPlane.y * worldcoord.z) * uGlowTopPlane.z; float bottomatpoint = (uGlowBottomPlane.w + uGlowBottomPlane.x * worldcoord.x + uGlowBottomPlane.y * worldcoord.z) * uGlowBottomPlane.z; glowdist.x = topatpoint - worldcoord.y; glowdist.y = worldcoord.y - bottomatpoint; glowdist.z = clamp(glowdist.x / (topatpoint - bottomatpoint), 0.0, 1.0); } if (uObjectColor2.a != 0) { float topatpoint = (uGradientTopPlane.w + uGradientTopPlane.x * worldcoord.x + uGradientTopPlane.y * worldcoord.z) * uGradientTopPlane.z; float bottomatpoint = (uGradientBottomPlane.w + uGradientBottomPlane.x * worldcoord.x + uGradientBottomPlane.y * worldcoord.z) * uGradientBottomPlane.z; gradientdist.x = topatpoint - worldcoord.y; gradientdist.y = worldcoord.y - bottomatpoint; gradientdist.z = clamp(gradientdist.x / (topatpoint - bottomatpoint), 0.0, 1.0); } if (uSplitBottomPlane.z != 0.0) { gl_ClipDistance[3] = ((uSplitTopPlane.w + uSplitTopPlane.x * worldcoord.x + uSplitTopPlane.y * worldcoord.z) * uSplitTopPlane.z) - worldcoord.y; gl_ClipDistance[4] = worldcoord.y - ((uSplitBottomPlane.w + uSplitBottomPlane.x * worldcoord.x + uSplitBottomPlane.y * worldcoord.z) * uSplitBottomPlane.z); } vWorldNormal = NormalModelMatrix * vec4(normalize(aNormal.xyz), 1.0); vEyeNormal = NormalViewMatrix * vWorldNormal; #endif #ifdef SPHEREMAP vec3 u = normalize(eyeCoordPos.xyz); vec4 n = normalize(TextureMatrix * vec4(parmTexCoord.x, 0.0, parmTexCoord.y, 0.0)); // use texture matrix and coordinates for our normal. Since this is only used on walls, the normal's y coordinate is always 0. vec3 r = reflect(u, n.xyz); float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) ); vec2 sst = vec2(r.x/m + 0.5, r.y/m + 0.5); vTexCoord.xy = sst; #else vTexCoord = TextureMatrix * vec4(parmTexCoord, 0.0, 1.0); #endif gl_Position = ProjectionMatrix * eyeCoordPos; if (uClipHeightDirection != 0.0) // clip planes used for reflective flats { gl_ClipDistance[0] = (worldcoord.y - uClipHeight) * uClipHeightDirection; } else if (uClipLine.x > -1000000.0) // and for line portals - this will never be active at the same time as the reflective planes clipping so it can use the same hardware clip plane. { gl_ClipDistance[0] = -( (worldcoord.z - uClipLine.y) * uClipLine.z + (uClipLine.x - worldcoord.x) * uClipLine.w ) + 1.0/32768.0; // allow a tiny bit of imprecisions for colinear linedefs. } // clip planes used for translucency splitting gl_ClipDistance[1] = worldcoord.y - uClipSplit.x; gl_ClipDistance[2] = uClipSplit.y - worldcoord.y; }