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fgdata/Shaders/deferred-tree.vert

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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.
#version 120
uniform int season;
void main() {
// Texture coordinates
float numVarieties = gl_Normal.z;
float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / numVarieties;
texFract += floor(gl_MultiTexCoord0.x) / numVarieties;
gl_TexCoord[0] = vec4(texFract, gl_MultiTexCoord0.y, 0.0, 0.0);
gl_TexCoord[0].y = gl_TexCoord[0].y + 0.5 * season;
// Position and scaling
vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
float sr = sin(gl_FogCoord + gl_Color.x);
float cr = cos(gl_FogCoord + gl_Color.x);
// 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)));
// Move to correct location (stored in gl_Color)
position = position + gl_Color.xyz;
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
// Color - white.
gl_FrontColor = vec4(1.0, 1.0, 1.0,1.0);
gl_BackColor = vec4(1.0, 1.0, 1.0,1.0);
}