layout(location = 0) in vec4 aPosition; layout(location = 1) in vec2 aTexCoord; layout(location = 2) in vec4 aColor; layout(location = 0) out vec4 vTexCoord; layout(location = 1) out vec4 vColor; #ifndef SIMPLE // we do not need these for simple shaders layout(location = 3) in vec4 aVertex2; layout(location = 4) in vec4 aNormal; layout(location = 5) in vec4 aNormal2; layout(location = 2) out vec4 pixelpos; layout(location = 3) out vec3 glowdist; layout(location = 4) out vec3 gradientdist; layout(location = 5) out vec4 vWorldNormal; layout(location = 6) out vec4 vEyeNormal; #endif #ifdef NO_CLIPDISTANCE_SUPPORT layout(location = 7) out vec4 ClipDistanceA; layout(location = 8) out vec4 ClipDistanceB; #endif void main() { float ClipDistance0, ClipDistance1, ClipDistance2, ClipDistance3, ClipDistance4; vec2 parmTexCoord; vec4 parmPosition; parmTexCoord = aTexCoord; parmPosition = aPosition; #ifndef SIMPLE vec4 worldcoord = ModelMatrix * mix(parmPosition, aVertex2, uInterpolationFactor); #else vec4 worldcoord = ModelMatrix * parmPosition; #endif vec4 eyeCoordPos = ViewMatrix * worldcoord; #ifdef HAS_UNIFORM_VERTEX_DATA if (useVertexData == 0) vColor = uVertexColor; else vColor = aColor; #else vColor = aColor; #endif #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) { ClipDistance3 = ((uSplitTopPlane.w + uSplitTopPlane.x * worldcoord.x + uSplitTopPlane.y * worldcoord.z) * uSplitTopPlane.z) - worldcoord.y; ClipDistance4 = worldcoord.y - ((uSplitBottomPlane.w + uSplitBottomPlane.x * worldcoord.x + uSplitBottomPlane.y * worldcoord.z) * uSplitBottomPlane.z); } #ifdef HAS_UNIFORM_VERTEX_DATA if (useVertexData == 0) vWorldNormal = NormalModelMatrix * vec4(uVertexNormal.xyz, 1.0); else vWorldNormal = NormalModelMatrix * vec4(normalize(mix(aNormal.xyz, aNormal2.xyz, uInterpolationFactor)), 1.0); #else vWorldNormal = NormalModelMatrix * vec4(normalize(mix(aNormal.xyz, aNormal2.xyz, uInterpolationFactor)), 1.0); #endif vEyeNormal = NormalViewMatrix * vWorldNormal; #endif #ifdef SPHEREMAP vec3 u = normalize(eyeCoordPos.xyz); vec4 n = normalize(NormalViewMatrix * vec4(parmTexCoord.x, 0.0, parmTexCoord.y, 0.0)); 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; #ifdef VULKAN_COORDINATE_SYSTEM gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0; #endif if (uClipHeightDirection != 0.0) // clip planes used for reflective flats { ClipDistance0 = (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. { ClipDistance0 = -( (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. } else { ClipDistance0 = 1; } // clip planes used for translucency splitting ClipDistance1 = worldcoord.y - uClipSplit.x; ClipDistance2 = uClipSplit.y - worldcoord.y; if (uSplitTopPlane == vec4(0.0)) { ClipDistance3 = 1.0; ClipDistance4 = 1.0; } #ifdef NO_CLIPDISTANCE_SUPPORT ClipDistanceA = vec4(ClipDistance0, ClipDistance1, ClipDistance2, ClipDistance3); ClipDistanceB = vec4(ClipDistance4, 0.0, 0.0, 0.0); #else gl_ClipDistance[0] = ClipDistance0; gl_ClipDistance[1] = ClipDistance1; gl_ClipDistance[2] = ClipDistance2; gl_ClipDistance[3] = ClipDistance3; gl_ClipDistance[4] = ClipDistance4; #endif gl_PointSize = 1.0; }