35 lines
1.2 KiB
GLSL
35 lines
1.2 KiB
GLSL
// Tree instance scheme:
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// vertex - local position of quad vertex.
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// normal - x y scaling, z number of varieties
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// fog coord - rotation
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// color - xyz of tree quad origin, replicated 4 times.
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#version 120
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uniform float season;
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void main() {
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// Texture coordinates
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float numVarieties = gl_Normal.z;
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float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / numVarieties;
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texFract += floor(gl_MultiTexCoord0.x) / numVarieties;
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gl_TexCoord[0] = vec4(texFract, gl_MultiTexCoord0.y, 0.0, 0.0);
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gl_TexCoord[0].y = gl_TexCoord[0].y + 0.5 * season;
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// Position and scaling
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vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
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float sr = sin(gl_FogCoord + gl_Color.x);
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float cr = cos(gl_FogCoord + gl_Color.x);
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// Rotation of the generic quad to specific one for the tree.
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position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
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// Move to correct location (stored in gl_Color)
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position = position + gl_Color.xyz;
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gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
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// Color - white.
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gl_FrontColor = vec4(1.0, 1.0, 1.0,1.0);
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gl_BackColor = vec4(1.0, 1.0, 1.0,1.0);
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}
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