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- #include "Uniforms.vert"
- #include "Transform.vert"
- #include "Lighting.vert"
- varying vec2 vTexCoord;
- #ifdef HEIGHTFOG
- varying vec3 vWorldPos;
- #endif
- #ifdef VERTEXCOLOR
- varying vec4 vColor;
- #endif
- #ifdef PERPIXEL
- varying vec4 vLightVec;
- #ifdef SPOTLIGHT
- varying vec4 vSpotPos;
- #endif
- #ifdef POINTLIGHT
- varying vec3 vCubeMaskVec;
- #endif
- #else
- varying vec4 vVertexLight;
- #endif
- void main()
- {
- mat4 modelMatrix = iModelMatrix;
- vec3 worldPos = GetWorldPos(modelMatrix);
- gl_Position = GetClipPos(worldPos);
- vTexCoord = GetTexCoord(iTexCoord);
-
- #ifdef HEIGHTFOG
- vWorldPos = worldPos;
- #endif
- #ifdef VERTEXCOLOR
- vColor = iColor;
- #endif
- #ifdef PERPIXEL
- // Per-pixel forward lighting
- vec4 projWorldPos = vec4(worldPos, 1.0);
-
- #ifdef DIRLIGHT
- vLightVec = vec4(cLightDir, GetDepth(gl_Position));
- #else
- vLightVec = vec4((cLightPos.xyz - worldPos) * cLightPos.w, GetDepth(gl_Position));
- #endif
-
- #ifdef SPOTLIGHT
- // Spotlight projection: transform from world space to projector texture coordinates
- vSpotPos = cLightMatrices[0] * projWorldPos;
- #endif
-
- #ifdef POINTLIGHT
- vCubeMaskVec = mat3(cLightMatrices[0][0].xyz, cLightMatrices[0][1].xyz, cLightMatrices[0][2].xyz) * vLightVec.xyz;
- #endif
- #else
- // Ambient & per-vertex lighting
- vVertexLight = vec4(GetAmbient(GetZonePos(worldPos)), GetDepth(gl_Position));
- #ifdef NUMVERTEXLIGHTS
- for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
- vVertexLight.rgb += GetVertexLightVolumetric(i, worldPos) * cVertexLights[i * 3].rgb;
- #endif
- #endif
- }
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