qzdoom-gpl/wadsrc/static/shaders/glsl/main.vp

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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;
void main()
{
#ifndef SIMPLE
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vec4 worldcoord = ModelMatrix * mix(aPosition, aVertex2, uInterpolationFactor);
#else
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vec4 worldcoord = ModelMatrix * aPosition;
#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);
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vec4 n = normalize(TextureMatrix * vec4(aTexCoord.x, 0.0, aTexCoord.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(aTexCoord, 0.0, 1.0);
#endif
gl_Position = ProjectionMatrix * eyeCoordPos;
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// clip planes used for reflective flats
gl_ClipDistance[0] = worldcoord.y - uClipHeightBottom;
gl_ClipDistance[1] = uClipHeightTop - worldcoord.y;
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gl_ClipDistance[2] = worldcoord.y - uClipSplit.x;
gl_ClipDistance[3] = uClipSplit.y - worldcoord.y;
}