// -*- mode: C; -*- // RANDOM BUILDINGS for the 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; uniform int refl_dynamic; uniform int nmap_enabled; uniform int shader_qual; uniform int rembrandt_enabled; void main(void) { float sr = sin(6.28 * gl_Color.a); float cr = cos(6.28 * gl_Color.a); rawpos = gl_Vertex.xyz; // Rotation of the object and movement into position rawpos.xy = vec2(dot(rawpos.xy, vec2(cr, sr)), dot(rawpos.xy, vec2(-sr, cr))); rawpos = rawpos + gl_Color.xyz; vec4 ecPosition = gl_ModelViewMatrix * vec4(rawpos.xyz, 1.0); eyeVec = ecPosition.xyz; // Rotate the normal. vec3 normal = gl_Normal; normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr))); VNormal = normalize(gl_NormalMatrix * normal); vec3 n = normalize(normal); vec3 c1 = cross(n, vec3(0.0,0.0,1.0)); vec3 c2 = cross(n, vec3(0.0,1.0,0.0)); VTangent = c1; if(length(c2)>length(c1)){ VTangent = c2; } VBinormal = cross(n, VTangent); VTangent = normalize(gl_NormalMatrix * -VTangent); VBinormal = normalize(gl_NormalMatrix * VBinormal); // Force no alpha on random buildings diffuseColor = vec4(gl_FrontMaterial.diffuse.rgb,1.0); if(rembrandt_enabled < 1){ gl_FrontColor = gl_FrontMaterial.emission + vec4(1.0) * (gl_LightModel.ambient + gl_LightSource[0].ambient); } else { gl_FrontColor = vec4(1.0); } gl_Position = gl_ModelViewProjectionMatrix * vec4(rawpos,1.0); gl_ClipVertex = ecPosition; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; }