1 | ///////////////////////////////////////////////////////////////////////////////
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2 | //
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3 | // ## ######
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4 | // ###### ###
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5 | // ## ############### Shark 3D Engine (www.shark3d.com)
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6 | // ########## # # #
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7 | // ######## Copyright (c) 1996-2006 Spinor GmbH.
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8 | // ######### # # # All rights reserved.
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9 | // ## ##########
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10 | // ##
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11 | //
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12 | ///////////////////////////////////////////////////////////////////////////////
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13 |
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14 | @include "levelutil/shader/prog/ogl_glsl/" \
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15 | "include_stddef_ogl_glsl_vs1x0.s3d_shadercode_run"
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16 |
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17 | ///////////////////////////////////////////////////////////////////////////////
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18 |
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19 | S3D_BONE_DECL_STD(boneWgh, boneSubscr)
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20 | S3D_MATBONE_DECL_STD(matBone)
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21 |
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22 | uniform vec4 lightCenRange;
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23 | @ifdef S3D_LIGHT_BRIGHT
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24 | uniform mat4 lightBrightMat;
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25 | @endif
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26 | @ifdef S3D_LIGHT_PROJ
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27 | uniform mat4 lightProjMat;
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28 | @endif
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29 | @ifdef S3D_LIGHT_SHMAP
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30 | uniform mat4 lightShmapMat;
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31 | @endif
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32 |
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33 | ///////////////////////////////////////////////////////////////////////////////
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34 |
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35 | @define S3D_NORMALIZE(v) normalize(v)
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36 | //@define S3D_NORMALIZE(v) (v)
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37 |
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38 | ///////////////////////////////////////////////////////////////////////////////
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39 |
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40 | void main(void)
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41 | {
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42 | S3D_BONE_TRANSF_STD(matBoneFinal, matBone, boneWgh, boneSubscr);
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43 |
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44 | vec4 posView = matBoneFinal * gl_Vertex;
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45 | vec3 normalView = (matBoneFinal * vec4(gl_Normal, 0.0)).xyz;
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46 | vec3 tangentUObj = S3D_NORMALIZE(gl_MultiTexCoord1.xyz);
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47 | vec3 tangentVObj = S3D_NORMALIZE(gl_MultiTexCoord2.xyz);
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48 | vec3 tangentUView = (matBoneFinal * vec4(tangentUObj, 0)).xyz;
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49 | vec3 tangentVView = (matBoneFinal * vec4(tangentVObj, 0)).xyz;
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50 |
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51 | gl_Position = gl_ProjectionMatrix * posView;
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52 | gl_TexCoord[0] = gl_MultiTexCoord0;
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53 |
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54 | gl_FogFragCoord = posView.z / posView.w;
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55 |
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56 | vec3 camToVertView = posView.xyz;
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57 | vec3 vertToLightView = lightCenRange.xyz - camToVertView;
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58 | vec3 vertToLightDirView = S3D_NORMALIZE(vertToLightView);
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59 | vec3 halfDirView = S3D_NORMALIZE(vertToLightDirView - camToVertView);
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60 | // ATI workaround: Don't use x component of gl_TexCoord[2]:
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61 | s3d_calcBump(
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62 | gl_TexCoord[1].xyz, gl_TexCoord[2].yzw,
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63 | normalView, vertToLightDirView, halfDirView,
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64 | tangentUView, tangentVView);
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65 | // Lightrange-factor: 1 - (lightpos - surfacepos)^2 / range^2
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66 | gl_TexCoord[3].xyz = vertToLightView / lightCenRange.w;
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67 |
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68 | @ifdef S3D_PARALLAX_MAPPING
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69 | gl_TexCoord[4].x = dot(tangentUView, camToVertView);
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70 | gl_TexCoord[4].y = dot(tangentVView, camToVertView);
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71 | gl_TexCoord[4].z = dot(normalView, camToVertView);
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72 | @endif
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73 |
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74 | @ifdef S3D_LIGHT_BRIGHT
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75 | gl_TexCoord[5] = lightBrightMat * posView;
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76 | gl_TexCoord[6] = gl_Position;
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77 | @endif
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78 |
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79 | @ifdef S3D_LIGHT_PROJ
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80 | gl_TexCoord[5] = lightProjMat * posView;
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81 | @endif
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82 | @ifdef S3D_LIGHT_SHMAP
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83 | gl_TexCoord[6] = lightShmapMat * posView;
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84 | @endif
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85 | }
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86 |
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87 | ///////////////////////////////////////////////////////////////////////////////
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