Wing motion shader, currently adapted for Pterosaur Dragon model
This commit is contained in:
parent
57c5bf1fbf
commit
88bd9e97a4
2 changed files with 1908 additions and 0 deletions
1765
Effects/model-wingflex-organic.eff
Normal file
1765
Effects/model-wingflex-organic.eff
Normal file
File diff suppressed because it is too large
Load diff
143
Shaders/model-ALS-wingflex-organic.vert
Normal file
143
Shaders/model-ALS-wingflex-organic.vert
Normal file
|
@ -0,0 +1,143 @@
|
|||
// -*- mode: C; -*-
|
||||
// Licence: GPL v2
|
||||
// based on
|
||||
// © Emilian Huminiuc and Vivian Meazza 2011
|
||||
// addition for wingflex mesh distortion by Thorsten Renk 2015
|
||||
|
||||
#version 120
|
||||
|
||||
varying vec3 rawpos;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 VTangent;
|
||||
varying vec3 VBinormal;
|
||||
varying vec3 vViewVec;
|
||||
varying vec3 reflVec;
|
||||
varying vec3 vertVec;
|
||||
|
||||
varying float alpha;
|
||||
|
||||
attribute vec3 tangent;
|
||||
attribute vec3 binormal;
|
||||
|
||||
uniform float pitch;
|
||||
uniform float roll;
|
||||
uniform float hdg;
|
||||
uniform float wingflex_alpha;
|
||||
uniform float wingflex_trailing_alpha;
|
||||
uniform int refl_dynamic;
|
||||
uniform int nmap_enabled;
|
||||
uniform int shader_qual;
|
||||
uniform int rembrandt_enabled;
|
||||
|
||||
//////Fog Include///////////
|
||||
// uniform int fogType;
|
||||
// void fog_Func(int type);
|
||||
////////////////////////////
|
||||
|
||||
void rotationMatrixPR(in float sinRx, in float cosRx, in float sinRy, in float cosRy, out mat4 rotmat)
|
||||
{
|
||||
rotmat = mat4( cosRy , sinRx * sinRy , cosRx * sinRy, 0.0,
|
||||
0.0 , cosRx , -sinRx * cosRx, 0.0,
|
||||
-sinRy, sinRx * cosRy, cosRx * cosRy , 0.0,
|
||||
0.0 , 0.0 , 0.0 , 1.0 );
|
||||
}
|
||||
|
||||
void rotationMatrixH(in float sinRz, in float cosRz, out mat4 rotmat)
|
||||
{
|
||||
rotmat = mat4( cosRz, -sinRz, 0.0, 0.0,
|
||||
sinRz, cosRz, 0.0, 0.0,
|
||||
0.0 , 0.0 , 1.0, 0.0,
|
||||
0.0 , 0.0 , 0.0, 1.0 );
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec4 vertex = gl_Vertex;
|
||||
|
||||
float x_factor = max((abs(vertex.x) - 1.2),0);
|
||||
float y_factor = max(vertex.y,0.0);
|
||||
float flex_factor1 = wingflex_alpha;
|
||||
float flex_factor2 = wingflex_trailing_alpha;
|
||||
|
||||
if (flex_factor1<0.0) {flex_factor1 *=0.7;}
|
||||
if (flex_factor2<0.0) {flex_factor1 *=0.7;}
|
||||
|
||||
// basic flapping motion is parabolic
|
||||
vertex.z += 0.1 * x_factor * x_factor * flex_factor1;
|
||||
|
||||
// upward stroke is slightly forward-swept, downward stroke a bit backward
|
||||
vertex.y += -0.25 * abs(x_factor) * flex_factor1;
|
||||
|
||||
//trailing edge lags the motion
|
||||
vertex.z += 0.2 * y_factor * x_factor * flex_factor2;
|
||||
|
||||
|
||||
rawpos = vertex.xyz;
|
||||
vec4 ecPosition = gl_ModelViewMatrix * vertex;
|
||||
|
||||
VNormal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
vec3 n = normalize(gl_Normal);
|
||||
vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
|
||||
vec3 tempBinormal = cross(n, tempTangent);
|
||||
|
||||
if (nmap_enabled > 0){
|
||||
tempTangent = tangent;
|
||||
tempBinormal = binormal;
|
||||
}
|
||||
|
||||
VTangent = normalize(gl_NormalMatrix * tempTangent);
|
||||
VBinormal = normalize(gl_NormalMatrix * tempBinormal);
|
||||
vec3 t = tempTangent;
|
||||
vec3 b = tempBinormal;
|
||||
|
||||
// Super hack: if diffuse material alpha is less than 1, assume a
|
||||
// transparency animation is at work
|
||||
if (gl_FrontMaterial.diffuse.a < 1.0)
|
||||
alpha = gl_FrontMaterial.diffuse.a;
|
||||
else
|
||||
alpha = gl_Color.a;
|
||||
|
||||
// Vertex in eye coordinates
|
||||
vertVec = ecPosition.xyz;
|
||||
vViewVec.x = dot(t, vertVec);
|
||||
vViewVec.y = dot(b, vertVec);
|
||||
vViewVec.z = dot(n, vertVec);
|
||||
|
||||
// calculate the reflection vector
|
||||
vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
|
||||
vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
|
||||
if (refl_dynamic > 0){
|
||||
//prepare rotation matrix
|
||||
mat4 RotMatPR;
|
||||
mat4 RotMatH;
|
||||
float _roll = roll;
|
||||
if (_roll>90.0 || _roll < -90.0)
|
||||
{
|
||||
_roll = -_roll;
|
||||
}
|
||||
float cosRx = cos(radians(_roll));
|
||||
float sinRx = sin(radians(_roll));
|
||||
float cosRy = cos(radians(-pitch));
|
||||
float sinRy = sin(radians(-pitch));
|
||||
float cosRz = cos(radians(hdg));
|
||||
float sinRz = sin(radians(hdg));
|
||||
rotationMatrixPR(sinRx, cosRx, sinRy, cosRy, RotMatPR);
|
||||
rotationMatrixH(sinRz, cosRz, RotMatH);
|
||||
vec3 reflVec_dyn = (RotMatH * (RotMatPR * normalize(gl_ModelViewMatrixInverse * reflect_eye))).xyz;
|
||||
|
||||
reflVec = reflVec_dyn;
|
||||
} else {
|
||||
reflVec = reflVec_stat;
|
||||
}
|
||||
|
||||
if(rembrandt_enabled < 1){
|
||||
gl_FrontColor = gl_FrontMaterial.emission + gl_Color
|
||||
* (gl_LightModel.ambient + gl_LightSource[0].ambient);
|
||||
} else {
|
||||
gl_FrontColor = gl_Color;
|
||||
}
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vertex;
|
||||
//gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
}
|
Loading…
Reference in a new issue