mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-16 17:31:50 +00:00
48 lines
1.5 KiB
Text
48 lines
1.5 KiB
Text
|
|
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);
|
|
#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;
|
|
gl_ClipDistance[0] = worldcoord.y - uClipHeightBottom;
|
|
gl_ClipDistance[1] = uClipHeightTop - worldcoord.y;
|
|
}
|