1
0
Fork 0
fgdata/Compositor/Shaders/ALS/model-wingflex-organic.vert

172 lines
4.6 KiB
GLSL

// -*- mode: C; -*-
// Licence: GPL v2
// based on
// © Emilian Huminiuc and Vivian Meazza 2011
// addition for wingflex mesh distortion by Thorsten Renk 2015
#version 120
varying vec3 rawpos;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 vViewVec;
varying vec3 reflVec;
varying vec3 vertVec;
varying float alpha;
varying float flogz;
attribute vec3 tangent;
attribute vec3 binormal;
uniform float pitch;
uniform float roll;
uniform float hdg;
uniform float wingflex_alpha;
uniform float wingflex_trailing_alpha;
uniform float wingsweep_factor;
uniform int refl_dynamic;
uniform int nmap_enabled;
uniform int shader_qual;
uniform int rembrandt_enabled;
//////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)
{
vec4 vertex = gl_Vertex;
float body_width = 0.7;
float arm_reach = 4.8;
float x_factor = max((abs(vertex.x) - body_width),0);
float y_factor = max(vertex.y,0.0);
float flex_factor1 = wingflex_alpha * (1.0 - wingsweep_factor);
float flex_factor2 = wingflex_trailing_alpha * (1.0 -wingsweep_factor);
if (flex_factor1<0.0) {flex_factor1 *=0.7;}
if (flex_factor2<0.0) {flex_factor1 *=0.7;}
// basic flapping motion is linear to arm_reach, then parabolic
float intercept_point = 0.1 * arm_reach * arm_reach * flex_factor1;
if (x_factor < arm_reach)
{
vertex.z += x_factor/arm_reach * intercept_point;
}
else
{
vertex.z += 0.1 * x_factor * x_factor * flex_factor1;
}
// upward stroke is slightly forward-swept, downward stroke a bit backward
vertex.y += -0.25 * abs(x_factor) * flex_factor1;
//trailing edge lags the motion
vertex.z += 0.2 * y_factor * x_factor * flex_factor2;
// if the wings are folded, we sweep them back
vertex.y += 0.5 * x_factor * wingsweep_factor;
float sweep_x = 0.5;
if (vertex.x > 0.0) {sweep_x = - 0.5;}
vertex.x+= sweep_x * (1.0 + 0.5 *x_factor) * wingsweep_factor;
rawpos = vertex.xyz;
vec4 ecPosition = gl_ModelViewMatrix * vertex;
VNormal = normalize(gl_NormalMatrix * gl_Normal);
vec3 n = normalize(gl_Normal);
vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
vec3 tempBinormal = cross(n, tempTangent);
if (nmap_enabled > 0){
tempTangent = tangent;
tempBinormal = binormal;
}
VTangent = normalize(gl_NormalMatrix * tempTangent);
VBinormal = normalize(gl_NormalMatrix * tempBinormal);
vec3 t = tempTangent;
vec3 b = tempBinormal;
// 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
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 + gl_Color
* (gl_LightModel.ambient + gl_LightSource[0].ambient);
} else {
gl_FrontColor = gl_Color;
}
gl_Position = gl_ModelViewProjectionMatrix * vertex;
// logarithmic depth
flogz = 1.0 + gl_Position.w;
//gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}