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fgdata/Shaders/ubershader.vert

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// -*- mode: C; -*-
// UBERSHADER - vertex shader
// Licence: GPL v2
// © Emilian Huminiuc and Vivian Meazza 2011
#version 120
varying vec4 diffuseColor;
varying vec3 VBinormal;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 rawpos;
varying vec3 eyeVec;
varying vec3 eyeDir;
attribute vec3 tangent;
attribute vec3 binormal;
uniform int nmap_enabled;
void setupShadows(vec4 eyeSpacePos);
void main(void)
{
rawpos = gl_Vertex.xyz;
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
eyeVec = ecPosition.xyz;
eyeDir = gl_ModelViewMatrixInverse[3].xyz - gl_Vertex.xyz;
VNormal = normalize(gl_NormalMatrix * gl_Normal);
vec3 n = normalize(gl_Normal);
// generate "fake" binormals/tangents
vec3 c1 = cross(n, vec3(0.0,0.0,1.0));
vec3 c2 = cross(n, vec3(0.0,1.0,0.0));
vec3 tempTangent = c1;
if(length(c2)>length(c1)){
tempTangent = c2;
}
vec3 tempBinormal = cross(n, tempTangent);
if (nmap_enabled > 0){
tempTangent = tangent;
tempBinormal = binormal;
}
VTangent = normalize(gl_NormalMatrix * tempTangent);
VBinormal = normalize(gl_NormalMatrix * tempBinormal);
diffuseColor = gl_Color;
// Super hack: if diffuse material alpha is less than 1, assume a
// transparency animation is at work
if (gl_FrontMaterial.diffuse.a < 1.0)
diffuseColor.a = gl_FrontMaterial.diffuse.a;
gl_FrontColor = gl_FrontMaterial.emission + gl_Color
* (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform();
gl_ClipVertex = ecPosition;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
setupShadows(ecPosition);
}