59 lines
1.8 KiB
GLSL
59 lines
1.8 KiB
GLSL
#version 120
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// "landmass" effect with forest construction using a geometry
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// shader. The landmass effect includes a bumpmap effect as well as
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// variation by altitude.
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//
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// The fragment shader needs position and normals in model and eye
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// coordinates. This vertex shader calculates the positions and
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// normals of the forest polygons so the geometry shader can do as
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// little as possible.
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// Input for the geometry shader. "raw" means terrain model
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// coordinates; that's a tile-local coordinate system, with z as local
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// up. "ec" means eye coordinates.
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// model position of original terrain poly; the bottom of the forest.
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varying vec4 rawposIn;
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// model normal
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varying vec3 NormalIn;
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varying vec4 ecPosIn;
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varying vec3 ecNormalIn;
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// eye spacce tangent and binormal
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varying vec3 VTangentIn;
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varying vec3 VBinormalIn;
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// screen-space position of top
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// constant color component
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varying vec4 constantColorIn;
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attribute vec3 tangent;
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attribute vec3 binormal;
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uniform float canopy_height;
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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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void main(void)
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{
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rawposIn = gl_Vertex;
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ecPosIn = gl_ModelViewMatrix * gl_Vertex;
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NormalIn = normalize(gl_Normal);
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//rawTopIn = rawposIn + vec4(0.0, 0.0, canopy_height, 0.0);
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//ecTopIn = gl_ModelViewMatrix * rawTopIn;
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ecNormalIn = gl_NormalMatrix * NormalIn;
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VTangentIn = gl_NormalMatrix * tangent;
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VBinormalIn = gl_NormalMatrix * binormal;
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gl_FrontColor = gl_Color;
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gl_Position = ftransform();
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//positionTopIn = gl_ModelViewProjectionMatrix * rawTopIn;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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constantColorIn = gl_FrontMaterial.emission
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+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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// fog_Func(fogType);
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}
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