in vec4 aPosition; in vec2 aTexCoord; in vec4 aColor; #ifndef SIMPLE // we do not need these for simple shaders in vec4 aVertex2; out vec4 pixelpos; out vec2 glowdist; #endif out vec4 vTexCoord; out vec4 vColor; #ifdef UNIFORM_VB uniform float fakeVB[100]; #endif void main() { vec4 vert; vec4 tc; #ifdef UNIFORM_VB if (aTexCoord.x >= 100000.0) { int fakeVI = int(aTexCoord.y)*5; vert = aPosition + vec4(fakeVB[fakeVI], fakeVB[fakeVI+1], fakeVB[fakeVI+2], 0.0); tc = vec4(fakeVB[fakeVI+3], fakeVB[fakeVI+4], 0.0, 0.0); } else #endif { vert = aPosition; tc = vec4(aTexCoord, 0.0, 0.0); } #ifndef SIMPLE vec4 worldcoord = ModelMatrix * mix(vert, aVertex2, uInterpolationFactor); #else vec4 worldcoord = ModelMatrix * vert; #endif vec4 eyeCoordPos = ViewMatrix * worldcoord; vColor = aColor; #ifndef SIMPLE pixelpos.xyz = worldcoord.xyz; pixelpos.w = -eyeCoordPos.z/eyeCoordPos.w; glowdist.x = -((uGlowTopPlane.w + uGlowTopPlane.x * worldcoord.x + uGlowTopPlane.y * worldcoord.z) * uGlowTopPlane.z) - worldcoord.y; glowdist.y = worldcoord.y + ((uGlowBottomPlane.w + uGlowBottomPlane.x * worldcoord.x + uGlowBottomPlane.y * worldcoord.z) * uGlowBottomPlane.z); #endif #ifdef SPHEREMAP vec3 u = normalize(eyeCoordPos.xyz); vec4 n = normalize(TextureMatrix * vec4(tc.x, 0.0, tc.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 * tc; #endif gl_Position = ProjectionMatrix * eyeCoordPos; gl_ClipDistance[0] = worldcoord.y - uClipHeightBottom; gl_ClipDistance[1] = uClipHeightTop - worldcoord.y; }