// -*-C++-*- // Shader that uses OpenGL state values to do per-pixel lighting // // The only light used is gl_LightSource[0], which is assumed to be // directional. // // Diffuse colors come from the gl_Color, ambient from the material. This is // equivalent to osg::Material::DIFFUSE. #version 120 #extension GL_EXT_draw_instanced : enable #define MODE_OFF 0 #define MODE_DIFFUSE 1 #define MODE_AMBIENT_AND_DIFFUSE 2 attribute vec3 instancePosition; // (x,y,z) attribute vec3 instanceScale ; // (width, depth, height) attribute vec3 attrib1; // Generic packed attributes attribute vec3 attrib2; // The constant term of the lighting equation that doesn't depend on // the surface normal is passed in gl_{Front,Back}Color. The alpha // component is set to 1 for front, 0 for back in order to work around // bugs with gl_FrontFacing in the fragment shader. varying vec4 diffuse_term; varying vec3 normal; uniform int colorMode; ////fog "include"//////// //uniform int fogType; // //void fog_Func(int type); ///////////////////////// 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() { // 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); // 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; // Rotate the normal. normal = gl_Normal; normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr))); normal = gl_NormalMatrix * normal; vec4 ambient_color, diffuse_color; if (colorMode == MODE_DIFFUSE) { diffuse_color = vec4(1.0,1.0,1.0,1.0); ambient_color = gl_FrontMaterial.ambient; } else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) { diffuse_color = vec4(1.0,1.0,1.0,1.0); ambient_color = vec4(1.0,1.0,1.0,1.0); } else { diffuse_color = gl_FrontMaterial.diffuse; ambient_color = gl_FrontMaterial.ambient; } diffuse_term = diffuse_color * gl_LightSource[0].diffuse; vec4 constant_term = gl_FrontMaterial.emission + ambient_color * (gl_LightModel.ambient + gl_LightSource[0].ambient); // Super hack: if diffuse material alpha is less than 1, assume a // transparency animation is at work if (gl_FrontMaterial.diffuse.a < 1.0) diffuse_term.a = gl_FrontMaterial.diffuse.a; else diffuse_term.a = 1.0; // Another hack for supporting two-sided lighting without using // gl_FrontFacing in the fragment shader. gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0; gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0; //fogCoord = abs(ecPosition.z / ecPosition.w); //fog_Func(fogType); }