raze-gles/wadsrc/static/demolition/shaders/glsl/polymost.vp
Christoph Oelckers ee93c6e366 - fixed voxel lighting.
In all that impenetrable voodoo math from Polymost it picked the wrong vector to calculate the depth of the scene and since I apparently removed the compensation math for the broken shader on the C++ side the calculated value was no longer correct.
That Polymost renderer really needs to go away. :(
2019-12-19 17:51:33 +01:00

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#version 330
out vec4 v_color;
out float v_distance;
out vec4 v_texCoord;
out vec4 v_detailCoord;
out float v_fogCoord;
uniform float u_usePalette;
uniform mat4 u_rotMatrix;
uniform mat4 u_modelMatrix;
uniform mat4 u_projectionMatrix;
uniform mat4 u_detailMatrix;
uniform mat4 u_textureMatrix;
in vec4 i_vertPos;
in vec4 i_texCoord;
in vec4 i_color;
const float c_zero = 0.0;
const float c_one = 1.0;
void main()
{
vec4 vertex = u_rotMatrix * i_vertPos;
vec4 eyeCoordPosition = u_modelMatrix * vertex;
gl_Position = u_projectionMatrix * eyeCoordPosition;
eyeCoordPosition.xyz /= eyeCoordPosition.w;
v_texCoord = u_textureMatrix * i_texCoord;
v_detailCoord = u_detailMatrix * i_texCoord;
v_fogCoord = abs(eyeCoordPosition.z);
v_color = i_color;
v_distance = eyeCoordPosition.z;
}