1
0
Fork 0
fgdata/Shaders/building-ubershader.vert

66 lines
1.8 KiB
GLSL

// -*- 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;
}