52 lines
2 KiB
GLSL
52 lines
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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//varying float fogCoord;
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// varying vec3 PointPos;
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//varying vec4 EyePos;
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// ////fog "include"////////
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// uniform int fogType;
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//
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// void fog_Func(int type);
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// /////////////////////////
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uniform float season;
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void main(void)
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{
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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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// Determine the rotation for the tree. The Fog Coordinate provides rotation information
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// to rotate one of the quands by 90 degrees. We then apply an additional position seed
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// so that trees aren't all oriented N/S
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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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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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// scaling
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vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
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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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position = position + gl_Color.xyz;
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gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
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vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));
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float n = dot(normalize(gl_LightSource[0].position.xyz), normalize(-ecPosition));
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vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.1, n);
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vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient;
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gl_FrontColor = ambientColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
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//fogCoord = abs(ecPosition.z);
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//fogFactor = exp( -gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
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//fogFactor = clamp(fogFactor, 0.0, 1.0);
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// fog_Func(fogType);
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// PointPos = ecPosition;
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//EyePos = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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}
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