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fgdata/Shaders/landmass-g.vert

60 lines
1.8 KiB
GLSL
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#version 120
// "landmass" effect with forest construction using a geometry
// shader. The landmass effect includes a bumpmap effect as well as
// variation by altitude.
//
// The fragment shader needs position and normals in model and eye
// coordinates. This vertex shader calculates the positions and
// normals of the forest polygons so the geometry shader can do as
// little as possible.
// Input for the geometry shader. "raw" means terrain model
// coordinates; that's a tile-local coordinate system, with z as local
// up. "ec" means eye coordinates.
// model position of original terrain poly; the bottom of the forest.
varying vec4 rawposIn;
// model normal
varying vec3 NormalIn;
varying vec4 ecPosIn;
varying vec3 ecNormalIn;
// eye spacce tangent and binormal
varying vec3 VTangentIn;
varying vec3 VBinormalIn;
// screen-space position of top
// constant color component
varying vec4 constantColorIn;
attribute vec3 tangent;
attribute vec3 binormal;
uniform float canopy_height;
////fog "include"////////
uniform int fogType;
void fog_Func(int type);
/////////////////////////
void main(void)
{
rawposIn = gl_Vertex;
ecPosIn = gl_ModelViewMatrix * gl_Vertex;
NormalIn = normalize(gl_Normal);
//rawTopIn = rawposIn + vec4(0.0, 0.0, canopy_height, 0.0);
//ecTopIn = gl_ModelViewMatrix * rawTopIn;
ecNormalIn = gl_NormalMatrix * NormalIn;
VTangentIn = gl_NormalMatrix * tangent;
VBinormalIn = gl_NormalMatrix * binormal;
gl_FrontColor = gl_Color;
gl_Position = ftransform();
//positionTopIn = gl_ModelViewProjectionMatrix * rawTopIn;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
constantColorIn = gl_FrontMaterial.emission
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
fog_Func(fogType);
}