// -*- 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; uniform int rembrandt_enabled; uniform int color_is_position; //////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) { 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.x, rawpos.y, rawpos.z, 1.0); //fog_Func(fogType); // Rotate the normal. vec3 normal = gl_Normal; normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr))); //normal = gl_NormalMatrix * normal; VNormal = normalize(gl_NormalMatrix * 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(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 = 1.0; // 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; } if(rembrandt_enabled < 1){ gl_FrontColor = gl_FrontMaterial.emission + vec4(1.0,1.0,1.0,1.0) * (gl_LightModel.ambient + gl_LightSource[0].ambient); } else { gl_FrontColor = vec4(1.0,1.0,1.0,1.0); } gl_Position = gl_ModelViewProjectionMatrix * vec4(rawpos,1.0); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; }