// -*- mode: C; -*- // Licence: GPL v2 // © Emilian Huminiuc and Vivian Meazza 2011 #version 120 varying vec3 rawpos; varying vec3 VNormal; varying vec3 VTangent; varying vec3 VBinormal; varying vec3 vViewVec; varying vec3 reflVec; varying float alpha; attribute vec3 tangent; attribute vec3 binormal; uniform float pitch; uniform float roll; uniform float hdg; uniform int refl_dynamic; uniform int nmap_enabled; uniform int shader_qual; //////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) { rawpos = gl_Vertex.xyz; vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; //fog_Func(fogType); VNormal = normalize(gl_NormalMatrix * gl_Normal); if (nmap_enabled > 0 && shader_qual > 2){ VTangent = normalize(gl_NormalMatrix * tangent); VBinormal = normalize(gl_NormalMatrix * binormal); } else { VTangent = vec3(0.0); VBinormal = vec3 (0.0); } vec3 n = normalize(gl_Normal); vec3 t = cross(n, vec3(1.0,0.0,0.0)); vec3 b = cross(n,t); // 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 vec3 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; } gl_FrontColor = gl_FrontMaterial.emission + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; }