qzdoom/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
vec4 worldcoord = ModelMatrix * mix(aPosition, aVertex2, uInterpolationFactor);
#else
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);
if (uSplitBottomPlane.z != 0.0)
{
gl_ClipDistance[3] = -((uSplitTopPlane.w + uSplitTopPlane.x * worldcoord.x + uSplitTopPlane.y * worldcoord.z) * uSplitTopPlane.z) - worldcoord.y;
gl_ClipDistance[4] = worldcoord.y + ((uSplitBottomPlane.w + uSplitBottomPlane.x * worldcoord.x + uSplitBottomPlane.y * worldcoord.z) * uSplitBottomPlane.z);
}
#endif
#ifdef SPHEREMAP
vec3 u = normalize(eyeCoordPos.xyz);
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;
#if defined __GLSL_CG_DATA_TYPES && defined GLSL12_COMPATIBILE
gl_ClipVertex = eyeCoordPos;
#endif
if (uClipHeightDirection != 0.0) // clip planes used for reflective flats
{
gl_ClipDistance[0] = (worldcoord.y - uClipHeight) * uClipHeightDirection;
}
else if (uClipLine.x > -1000000.0) // and for line portals - this will never be active at the same time as the reflective planes clipping so it can use the same hardware clip plane.
{
gl_ClipDistance[0] = -( (worldcoord.z - uClipLine.y) * uClipLine.z + (uClipLine.x - worldcoord.x) * uClipLine.w ) + 1.0/32768.0; // allow a tiny bit of imprecisions for colinear linedefs.
}
// clip planes used for translucency splitting
gl_ClipDistance[1] = worldcoord.y - uClipSplit.x;
gl_ClipDistance[2] = uClipSplit.y - worldcoord.y;
}