// -*- mode: C; -*- // RANDOM BUILDINGS for the UBERSHADER vertex shader // Licence: GPL v2 // © Emilian Huminiuc and Vivian Meazza 2011 #version 120 #extension GL_EXT_draw_instanced : enable varying vec4 diffuseColor; varying vec3 VBinormal; varying vec3 VNormal; varying vec3 VTangent; varying vec3 eyeVec; varying vec3 normal; uniform int refl_dynamic; uniform int nmap_enabled; uniform int shader_qual; uniform int rembrandt_enabled; attribute vec3 instancePosition; // (x,y,z) attribute vec3 instanceScale; // (width, depth, height) attribute vec3 attrib1; // Generic packed attributes attribute vec3 attrib2; const float c_precision = 128.0; const float c_precisionp1 = c_precision + 1.0; vec3 float2vec(float value) { vec3 val; val.x = mod(value, c_precisionp1) / c_precision; val.y = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision; val.z = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision; return val; } void main(void) { // Unpack generic attributes vec3 attr1 = float2vec(attrib1.x); vec3 attr2 = float2vec(attrib1.z); vec3 attr3 = float2vec(attrib2.x); // Determine the rotation for the building. float sr = sin(6.28 * attr1.x); float cr = cos(6.28 * attr1.x); vec3 position = gl_Vertex.xyz; // Adjust the very top of the roof to match the rooftop scaling. This shapes // the rooftop - gambled, gabled etc. These vertices are identified by gl_Color.z position.x = (1.0 - gl_Color.z) * position.x + gl_Color.z * ((position.x + 0.5) * attr3.z - 0.5); position.y = (1.0 - gl_Color.z) * position.y + gl_Color.z * (position.y * attrib2.y ); // Adjust pitch of roof to the correct height. These vertices are identified by gl_Color.z // Scale down by the building height (instanceScale.z) because // immediately afterwards we will scale UP the vertex to the correct scale. position.z = position.z + gl_Color.z * attrib1.y / instanceScale.z; position = position * instanceScale.xyz; // Rotation of the building and movement into position position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr))); position = position + instancePosition.xyz; gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0); vec4 ecPosition = gl_ModelViewMatrix * vec4(position, 1.0); eyeVec = ecPosition.xyz; // Rotate the normal. normal = gl_Normal; // Rotate the normal as per the building. normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr))); 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)); VNormal = normalize(gl_NormalMatrix * normal); 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_ClipVertex = ecPosition; // Texture coordinates are stored as: // - a separate offset (x0, y0) for the wall (wtex0x, wtex0y), and roof (rtex0x, rtex0y) // - a semi-shared (x1, y1) so that the front and side of the building can have // different texture mappings // // The vertex color value selects between them: // gl_Color.x=1 indicates front/back walls // gl_Color.y=1 indicates roof // gl_Color.z=1 indicates top roof vertexs (used above) // gl_Color.a=1 indicates sides // Finally, the roof texture is on the right of the texture sheet float wtex0x = attr1.y; // Front/Side texture X0 float wtex0y = attr1.z; // Front/Side texture Y0 float rtex0x = attr2.z; // Roof texture X0 float rtex0y = attr3.x; // Roof texture Y0 float wtex1x = attr2.x; // Front/Roof texture X1 float stex1x = attr3.y; // Side texture X1 float wtex1y = attr2.y; // Front/Roof/Side texture Y1 vec2 tex0 = vec2(sign(gl_MultiTexCoord0.x) * (gl_Color.x*wtex0x + gl_Color.y*rtex0x + gl_Color.a*wtex0x), gl_Color.x*wtex0y + gl_Color.y*rtex0y + gl_Color.a*wtex0y); vec2 tex1 = vec2(gl_Color.x*wtex1x + gl_Color.y*wtex1x + gl_Color.a*stex1x, wtex1y); gl_TexCoord[0].x = tex0.x + gl_MultiTexCoord0.x * tex1.x; gl_TexCoord[0].y = tex0.y + gl_MultiTexCoord0.y * tex1.y; }