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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "hlslCompat.glsl"
- in vec4 vPosition;
- in vec3 vNormal;
- in vec3 vBinormal;
- in vec3 vTangent;
- in vec2 vTexCoord0;
- out vec4 texCoord12;
- #define OUT_texCoord12 texCoord12
- out vec4 texCoord34;
- #define OUT_texCoord34 texCoord34
- out vec3 vLightTS; // light vector in tangent space, denormalized
- #define OUT_vLightTS vLightTS
- out vec3 vViewTS; // view vector in tangent space, denormalized
- #define OUT_vViewTS vViewTS
- out float worldDist;
- #define OUT_worldDist worldDist
- //-----------------------------------------------------------------------------
- // Uniforms
- //-----------------------------------------------------------------------------
- uniform mat4 modelview;
- uniform vec3 eyePosWorld;
- uniform vec3 sunVec;
- uniform vec2 texOffset0;
- uniform vec2 texOffset1;
- uniform vec2 texOffset2;
- uniform vec3 texScale;
- //-----------------------------------------------------------------------------
- // Main
- //-----------------------------------------------------------------------------
- void main()
- {
- vec4 IN_pos = vPosition;
- vec3 IN_normal = vNormal;
- vec3 IN_binormal = vBinormal;
- vec3 IN_tangent = vTangent;
- vec2 IN_uv0 = vTexCoord0.st;
- gl_Position = modelview * IN_pos;
-
- // Offset the uv so we don't have a seam directly over our head.
- vec2 uv = IN_uv0 + vec2( 0.5, 0.5 );
-
- OUT_texCoord12.xy = uv * texScale.x;
- OUT_texCoord12.xy += texOffset0;
-
- OUT_texCoord12.zw = uv * texScale.y;
- OUT_texCoord12.zw += texOffset1;
-
- OUT_texCoord34.xy = uv * texScale.z;
- OUT_texCoord34.xy += texOffset2;
-
- OUT_texCoord34.z = IN_pos.z;
- OUT_texCoord34.w = 0.0;
- // Transform the normal, tangent and binormal vectors from object space to
- // homogeneous projection space:
- vec3 vNormalWS = -IN_normal;
- vec3 vTangentWS = -IN_tangent;
- vec3 vBinormalWS = -IN_binormal;
-
- // Compute position in world space:
- vec4 vPositionWS = IN_pos + vec4( eyePosWorld, 1 ); //tMul( IN_pos, objTrans );
- // Compute and output the world view vector (unnormalized):
- vec3 vViewWS = eyePosWorld - vPositionWS.xyz;
- // Compute denormalized light vector in world space:
- vec3 vLightWS = -sunVec;
- // Normalize the light and view vectors and transform it to the IN_tangent space:
- mat3 mWorldToTangent = mat3( vTangentWS, vBinormalWS, vNormalWS );
- // Propagate the view and the light vectors (in tangent space):
- OUT_vLightTS = vLightWS * mWorldToTangent;
- OUT_vViewTS = mWorldToTangent * vViewWS;
- OUT_worldDist = clamp( pow( max( IN_pos.z, 0 ), 2 ), 0.0, 1.0 );
- correctSSP(gl_Position);
- }
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