2019-10-25 23:42:48 +00:00
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// -*- mode: C; -*-
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// Licence: GPL v2
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// based on
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// © Emilian Huminiuc and Vivian Meazza 2011
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// addition for wingflex mesh distortion by Thorsten Renk 2015
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#version 120
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varying vec3 rawpos;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 vViewVec;
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varying vec3 reflVec;
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varying vec3 vertVec;
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varying float alpha;
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2020-04-04 15:57:33 +00:00
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varying float flogz;
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2019-10-25 23:42:48 +00:00
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attribute vec3 tangent;
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attribute vec3 binormal;
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uniform float pitch;
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uniform float roll;
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uniform float hdg;
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uniform float wingflex_alpha;
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uniform float wingflex_trailing_alpha;
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uniform float wingsweep_factor;
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uniform int refl_dynamic;
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uniform int nmap_enabled;
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uniform int shader_qual;
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uniform int rembrandt_enabled;
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//////Fog Include///////////
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// uniform int fogType;
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// void fog_Func(int type);
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////////////////////////////
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void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat)
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{
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rotmat = mat4( cosRy , sinRx * sinRy , cosRx * sinRy, 0.0,
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0.0 , cosRx , -sinRx * cosRx, 0.0,
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-sinRy, sinRx * cosRy, cosRx * cosRy , 0.0,
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0.0 , 0.0 , 0.0 , 1.0 );
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}
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void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat)
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{
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rotmat = mat4( cosRz, -sinRz, 0.0, 0.0,
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sinRz, cosRz, 0.0, 0.0,
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0.0 , 0.0 , 1.0, 0.0,
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0.0 , 0.0 , 0.0, 1.0 );
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}
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void main(void)
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{
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vec4 vertex = gl_Vertex;
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float body_width = 0.7;
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float arm_reach = 4.8;
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float x_factor = max((abs(vertex.x) - body_width),0);
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float y_factor = max(vertex.y,0.0);
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float flex_factor1 = wingflex_alpha * (1.0 - wingsweep_factor);
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float flex_factor2 = wingflex_trailing_alpha * (1.0 -wingsweep_factor);
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if (flex_factor1<0.0) {flex_factor1 *=0.7;}
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if (flex_factor2<0.0) {flex_factor1 *=0.7;}
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// basic flapping motion is linear to arm_reach, then parabolic
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float intercept_point = 0.1 * arm_reach * arm_reach * flex_factor1;
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if (x_factor < arm_reach)
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{
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vertex.z += x_factor/arm_reach * intercept_point;
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}
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else
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{
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vertex.z += 0.1 * x_factor * x_factor * flex_factor1;
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}
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// upward stroke is slightly forward-swept, downward stroke a bit backward
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vertex.y += -0.25 * abs(x_factor) * flex_factor1;
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//trailing edge lags the motion
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vertex.z += 0.2 * y_factor * x_factor * flex_factor2;
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// if the wings are folded, we sweep them back
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vertex.y += 0.5 * x_factor * wingsweep_factor;
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float sweep_x = 0.5;
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if (vertex.x > 0.0) {sweep_x = - 0.5;}
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vertex.x+= sweep_x * (1.0 + 0.5 *x_factor) * wingsweep_factor;
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rawpos = vertex.xyz;
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vec4 ecPosition = gl_ModelViewMatrix * vertex;
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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vec3 n = normalize(gl_Normal);
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vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
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vec3 tempBinormal = cross(n, tempTangent);
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if (nmap_enabled > 0){
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tempTangent = tangent;
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tempBinormal = binormal;
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}
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VTangent = normalize(gl_NormalMatrix * tempTangent);
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VBinormal = normalize(gl_NormalMatrix * tempBinormal);
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vec3 t = tempTangent;
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vec3 b = tempBinormal;
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (gl_FrontMaterial.diffuse.a < 1.0)
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alpha = gl_FrontMaterial.diffuse.a;
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else
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alpha = gl_Color.a;
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// Vertex in eye coordinates
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vertVec = ecPosition.xyz;
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vViewVec.x = dot(t, vertVec);
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vViewVec.y = dot(b, vertVec);
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vViewVec.z = dot(n, vertVec);
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// calculate the reflection vector
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vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
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vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
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if (refl_dynamic > 0){
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//prepare rotation matrix
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mat4 RotMatPR;
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mat4 RotMatH;
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float _roll = roll;
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if (_roll>90.0 || _roll < -90.0)
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{
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_roll = -_roll;
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}
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float cosRx = cos(radians(_roll));
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float sinRx = sin(radians(_roll));
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float cosRy = cos(radians(-pitch));
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float sinRy = sin(radians(-pitch));
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float cosRz = cos(radians(hdg));
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float sinRz = sin(radians(hdg));
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rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR);
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rotationMatrixH(sinRz, cosRz, RotMatH);
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vec3 reflVec_dyn = (RotMatH * (RotMatPR * normalize(gl_ModelViewMatrixInverse * reflect_eye))).xyz;
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reflVec = reflVec_dyn;
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} else {
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reflVec = reflVec_stat;
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}
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if(rembrandt_enabled < 1){
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gl_FrontColor = gl_FrontMaterial.emission + gl_Color
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* (gl_LightModel.ambient + gl_LightSource[0].ambient);
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} else {
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gl_FrontColor = gl_Color;
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}
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gl_Position = gl_ModelViewProjectionMatrix * vertex;
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2020-04-04 15:57:33 +00:00
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// logarithmic depth
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flogz = 1.0 + gl_Position.w;
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2019-10-25 23:42:48 +00:00
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//gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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}
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