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fgdata/Shaders/tree.vert

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1.4 KiB
GLSL
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// Tree instance scheme:
// vertex - local position of quad vertex.
// normal - x y scaling, z number of varieties
// fog coord - rotation
// color - xyz of tree quad origin, replicated 4 times.
varying float fogFactor;
void main(void)
{
float numVarieties = gl_Normal.z;
float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / numVarieties;
texFract += floor(gl_MultiTexCoord0.x) / numVarieties;
float sr = sin(gl_FogCoord);
float cr = cos(gl_FogCoord);
gl_TexCoord[0] = vec4(texFract, gl_MultiTexCoord0.y, 0.0, 0.0);
// scaling
vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
// Rotation of the generic quad to specific one for the tree.
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
position = position + gl_Color.xyz;
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));
float n = dot(normalize(gl_LightSource[0].position.xyz), normalize(-ecPosition));
vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.1, n);
vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient;
gl_FrontColor = ambientColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
float fogCoord = abs(ecPosition.z);
fogFactor = exp( -gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
fogFactor = clamp(fogFactor, 0.0, 1.0);
}