mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-02 00:42:08 +00:00
e00847f64b
- missing GL resources for gzdoom.pk3.
75 lines
1.6 KiB
Text
75 lines
1.6 KiB
Text
#ifndef NO_FOG
|
|
varying vec4 pixelpos;
|
|
attribute vec4 fogparams;
|
|
varying vec4 fogparm;
|
|
#endif
|
|
#ifndef NO_GLOW
|
|
varying vec2 glowdist;
|
|
attribute vec2 glowdistance;
|
|
#endif
|
|
|
|
#ifdef SOFTLIGHT
|
|
attribute float lightlevel_in;
|
|
varying float lightlevel;
|
|
#endif
|
|
|
|
void main()
|
|
{
|
|
#ifdef SOFTLIGHT
|
|
lightlevel = lightlevel_in;
|
|
#endif
|
|
|
|
#ifndef NO_SM4
|
|
// Yes, I know... But using a texture matrix here saves me from the hassle of tracking its state across shaders. ;)
|
|
vec4 worldcoord = gl_TextureMatrix[7] * gl_Vertex;
|
|
#else
|
|
vec4 worldcoord = gl_Vertex;
|
|
#endif
|
|
vec4 eyeCoordPos = gl_ModelViewMatrix * worldcoord;
|
|
|
|
gl_FrontColor = gl_Color;
|
|
|
|
#ifndef NO_FOG
|
|
pixelpos.xyz = worldcoord.xyz;
|
|
pixelpos.w = -eyeCoordPos.z/eyeCoordPos.w;
|
|
fogparm = fogparams;
|
|
#endif
|
|
|
|
#ifndef NO_GLOW
|
|
glowdist = glowdistance;
|
|
#endif
|
|
|
|
#ifdef SPHEREMAP
|
|
vec3 u = normalize(eyeCoordPos.xyz);
|
|
vec3 n = normalize(gl_NormalMatrix * gl_Normal);
|
|
vec3 r = reflect(u, n);
|
|
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);
|
|
#endif
|
|
|
|
|
|
#ifndef SPHEREMAP_0
|
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
|
#else
|
|
gl_TexCoord[0].xy = sst;
|
|
#endif
|
|
|
|
/* only for reference purposes. I don't think this will ever get used.
|
|
#ifdef NUM_LAYERS
|
|
#ifndef SPHEREMAP_1
|
|
gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord0;
|
|
#else
|
|
gl_TexCoord[1].xy = sst;
|
|
#endif
|
|
#endif
|
|
*/
|
|
|
|
#ifndef NO_SM4
|
|
gl_Position = gl_ModelViewProjectionMatrix * worldcoord;
|
|
#else
|
|
gl_Position = ftransform();
|
|
#endif
|
|
#ifdef __GLSL_CG_DATA_TYPES
|
|
gl_ClipVertex = eyeCoordPos;
|
|
#endif
|
|
}
|