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

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#ifndef NO_FOG
varying vec4 pixelpos;
attribute vec4 fogparams;
varying vec4 fogparm;
#endif
#ifndef NO_GLOW
varying vec2 glowdist;
uniform vec4 glowbottomplane, glowtopplane;
#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.x = -((glowtopplane.w + glowtopplane.x * worldcoord.x + glowtopplane.y * worldcoord.z) * glowtopplane.z) - worldcoord.y;
glowdist.y = worldcoord.y + ((glowbottomplane.w + glowbottomplane.x * worldcoord.x + glowbottomplane.y * worldcoord.z) * glowbottomplane.z);
#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
#ifndef NO_SM4
gl_Position = gl_ModelViewProjectionMatrix * worldcoord;
#else
gl_Position = ftransform();
#endif
#ifdef __GLSL_CG_DATA_TYPES
gl_ClipVertex = eyeCoordPos;
#endif
}