2012-09-12 21:46:03 +00:00
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// -*- mode: C; -*-
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// Licence: GPL v2
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// Author: Frederic Bouvier.
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//
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2016-08-05 11:16:23 +00:00
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#version 120
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2019-08-20 16:02:27 +00:00
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#extension GL_EXT_draw_instanced : enable
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attribute vec3 instancePosition; // (x,y,z)
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attribute vec3 instanceScaleRotate; // (width, depth, height)
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attribute vec3 rotPitchTex0x; // (rotation, pitch height, texture x offset)
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attribute vec3 tex0yTex1xTex1y; // (texture y offset, texture x gain, texture y gain)
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2012-09-12 21:46:03 +00:00
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varying vec3 ecNormal;
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varying float alpha;
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2019-08-20 16:02:27 +00:00
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2012-09-12 21:46:03 +00:00
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void main() {
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2019-08-20 16:02:27 +00:00
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// Determine the rotation for the building.
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float sr = sin(6.28 * rotPitchTex0x.x);
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float cr = cos(6.28 * rotPitchTex0x.x);
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// Adjust pitch of roof to the correct height.
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// The top roof vertices are the only ones that have fractional z values (1.5),
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// so we can use this to identify them and scale up any pitched roof vertex to
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// the correct pitch (rotPitchTex0x.y * 2.0 because of the fractional z value),
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// then scale down by the building height (instanceScaleRotate.z) because
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// immediately afterwards we will scale UP the vertex to the correct scale.
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vec3 position = gl_Vertex.xyz;
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position.z = position.z + fract(position.z) * 2.0 * rotPitchTex0x.y / instanceScaleRotate.z - fract(position.z);
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position = position * instanceScaleRotate.xyz;
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// Rotation of the building and movement into position
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position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
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position = position + instancePosition.xyz;
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gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
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// Texture coordinates are stored as tex0 and tex1 across two attributes.
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// tex0 contains the bottom leftmost point, and tex1 contains (w,h).
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gl_TexCoord[0].x = sign(gl_MultiTexCoord0.x) * rotPitchTex0x.z + gl_MultiTexCoord0.x * tex0yTex1xTex1y.y;
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gl_TexCoord[0].y = tex0yTex1xTex1y.x + gl_MultiTexCoord0.y * tex0yTex1xTex1y.z;
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// Rotate the normal.
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ecNormal = gl_Normal;
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// The roof pieces have a normal of (+/-0.7, 0.0, 0.7)
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// If the roof is flat, then we need to change it to (0,0,1).
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// First term evaluates for normals without a +z component (all except roof)
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// Second term evaluates for roof normals with a pitch
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// Third term evaluates for flat roofs
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ecNormal = step(0.5, 1.0 - ecNormal.z) * ecNormal +
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step(0.5, ecNormal.z) * clamp(rotPitchTex0x.y, 0.0, 1.0) * ecNormal +
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step(0.5, ecNormal.z) * (1.0 - clamp(rotPitchTex0x.y, 0.0, 1.0)) * vec3(0,0,1);
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// Rotate the normal as per the building.
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ecNormal.xy = vec2(dot(ecNormal.xy, vec2(cr, sr)), dot(ecNormal.xy, vec2(-sr, cr)));
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ecNormal = gl_NormalMatrix * ecNormal;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);
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gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
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alpha = 1.0;
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2012-09-12 21:46:03 +00:00
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}
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