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- #include "Uniforms.glsl"
- #include "Transform.glsl"
- #include "ScreenPos.glsl"
- #include "Lighting.glsl"
- uniform float cWindHeightFactor;
- uniform float cWindHeightPivot;
- uniform float cWindPeriod;
- uniform vec2 cWindWorldSpacing;
- #ifdef NORMALMAP
- varying vec4 vTexCoord;
- varying vec4 vTangent;
- #else
- varying vec2 vTexCoord;
- #endif
- varying vec3 vNormal;
- varying vec4 vWorldPos;
- #ifdef PERPIXEL
- #ifdef SHADOW
- varying vec4 vShadowPos[NUMCASCADES];
- #endif
- #ifdef SPOTLIGHT
- varying vec4 vSpotPos;
- #endif
- #ifdef POINTLIGHT
- varying vec3 vCubeMaskVec;
- #endif
- #else
- varying vec3 vVertexLight;
- varying vec4 vScreenPos;
- #ifdef ENVCUBEMAP
- varying vec3 vReflectionVec;
- #endif
- #if defined(LIGHTMAP) || defined(AO)
- varying vec2 vTexCoord2;
- #endif
- #endif
- void VS()
- {
- mat4 modelMatrix = iModelMatrix;
- vec3 worldPos = GetWorldPos(modelMatrix);
- float height = worldPos.y - cModel[3][1];
- float windStrength = max(height - cWindHeightPivot, 0.0) * cWindHeightFactor;
- float windPeriod = cElapsedTime * cWindPeriod + dot(worldPos.xz, cWindWorldSpacing);
- worldPos.x += windStrength * sin(windPeriod);
- worldPos.z -= windStrength * cos(windPeriod);
- gl_Position = GetClipPos(worldPos);
- vNormal = GetWorldNormal(modelMatrix);
- vWorldPos = vec4(worldPos, GetDepth(gl_Position));
- #ifdef NORMALMAP
- vec3 tangent = GetWorldTangent(modelMatrix);
- vec3 bitangent = cross(tangent, vNormal) * iTangent.w;
- vTexCoord = vec4(GetTexCoord(iTexCoord), bitangent.xy);
- vTangent = vec4(tangent, bitangent.z);
- #else
- vTexCoord = GetTexCoord(iTexCoord);
- #endif
- #ifdef PERPIXEL
- // Per-pixel forward lighting
- vec4 projWorldPos = vec4(worldPos, 1.0);
- #ifdef SHADOW
- // Shadow projection: transform from world space to shadow space
- for (int i = 0; i < NUMCASCADES; i++)
- vShadowPos[i] = GetShadowPos(i, projWorldPos);
- #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) * (worldPos - cLightPos.xyz);
- #endif
- #else
- // Ambient & per-vertex lighting
- #if defined(LIGHTMAP) || defined(AO)
- // If using lightmap, disregard zone ambient light
- // If using AO, calculate ambient in the PS
- vVertexLight = vec3(0.0, 0.0, 0.0);
- vTexCoord2 = iTexCoord2;
- #else
- vVertexLight = GetAmbient(GetZonePos(worldPos));
- #endif
-
- #ifdef NUMVERTEXLIGHTS
- for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
- vVertexLight += GetVertexLight(i, worldPos, vNormal) * cVertexLights[i * 3].rgb;
- #endif
-
- vScreenPos = GetScreenPos(gl_Position);
- #ifdef ENVCUBEMAP
- vReflectionVec = worldPos - cCameraPos;
- #endif
- #endif
- }
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