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

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in vec4 aVertex2;
out vec4 pixelpos;
out vec2 glowdist;
#ifdef UNIFORM_VB
uniform float fakeVB[100];
#endif
void main()
{
#ifdef UNIFORM_VB
vec4 vert;
vec4 tc;
if (gl_MultiTexCoord0.x >= 100000.0)
{
int fakeVI = int(gl_MultiTexCoord0.y)*5;
vert = gl_Vertex + vec4(fakeVB[fakeVI], fakeVB[fakeVI+1], fakeVB[fakeVI+2], 0.0);
tc = vec4(fakeVB[fakeVI+3], fakeVB[fakeVI+4], 0.0, 0.0);
}
else
{
vert = gl_Vertex;
tc = gl_MultiTexCoord0;
}
#else
#define vert gl_Vertex
#define tc gl_MultiTexCoord0
#endif
vec4 worldcoord = ModelMatrix * mix(vert, aVertex2, uInterpolationFactor);
vec4 eyeCoordPos = ViewMatrix * worldcoord;
gl_FrontColor = gl_Color;
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);
#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);
gl_TexCoord[0].xy = sst;
#else
gl_TexCoord[0] = TextureMatrix * tc;
#endif
gl_Position = ProjectionMatrix * eyeCoordPos;
}