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fgdata/Shaders/light-ALS.vert

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// -*-C++-*-
#version 120
// doing directionality is surprisingly complicated - with just the vector and the eye we can't
// do a spherical billboard, but the animation itself operates before the shader, so
// the model-coordinate to eye relationship is always the same
// thus we need to use pitch, yaw and roll to get the current model space coordinates
uniform float pitch;
uniform float roll;
uniform float hdg;
varying vec3 vertex;
varying vec3 relPos;
varying vec3 normal;
void main()
{
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
vec3 u = normalize(ep.xyz - l.xyz);
vec3 absu = abs(u);
vec3 r = normalize(vec3(-u.y, u.x, 0.0));
vec3 w = cross(u, r);
vertex = gl_Vertex.xyz;
relPos = vertex - ep.xyz;
normal = gl_NormalMatrix * gl_Normal;
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
gl_Position.xyz = gl_Vertex.x * u;
gl_Position.xyz += gl_Vertex.y * r;
gl_Position.xyz += gl_Vertex.z * w;
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
//gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FrontColor = vec4 (1.0,1.0,1.0,1.0);
gl_BackColor = gl_FrontColor;
}
/*
void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat)
{
rotmat = mat4( cosRy , sinRx * sinRy , cosRx * sinRy, 0.0,
0.0 , cosRx , -sinRx * cosRx, 0.0,
-sinRy, sinRx * cosRy, cosRx * cosRy , 0.0,
0.0 , 0.0 , 0.0 , 1.0 );
}
void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat)
{
rotmat = mat4( cosRz, -sinRz, 0.0, 0.0,
sinRz, cosRz, 0.0, 0.0,
0.0 , 0.0 , 1.0, 0.0,
0.0 , 0.0 , 0.0, 1.0 );
}
//prepare rotation matrix
mat4 RotMatPR;
mat4 RotMatH;
float _roll = roll;
if (_roll>90.0 || _roll < -90.0) {_roll = -_roll;}
float cosRx = cos(radians(_roll));
float sinRx = sin(radians(_roll));
float cosRy = cos(radians(-pitch));
float sinRy = sin(radians(-pitch));
float cosRz = cos(radians(hdg));
float sinRz = sin(radians(hdg));
rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR);
rotationMatrixH(sinRz, cosRz, RotMatH);
vec3 model_x = (RotMatH * RotMatPR * vec4 (1.0, 0.0, 0.0, 0.0)).xyz;
vec3 model_y = (RotMatH * RotMatPR * vec4 (0.0, 1.0, 0.0, 0.0)).xyz;
vec3 model_z = (RotMatH * RotMatPR * vec4 (0.0, 0.0, 1.0, 0.0)).xyz;
vec3 pointingVec = normalize(pointing_x * model_x + pointing_y * model_y + pointing_z * model_z);
pointing_angle = dot (viewDir, pointingVec);*/