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 anim; // Animation time between 0 and 1
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23 | uniform vec4 colorAlpha; // Color and alpha factor
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24 | uniform vec4 param; // x=Particle radius, y=Move-along-normal-factor
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25 | uniform vec4 moveLin; // Linear movement vector
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26 | uniform vec4 moveQuadr; // Quadratic movement vector
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27 | uniform vec4 moveVari; // Variation amount, see below
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28 | uniform vec4 moveJiggle; // Jiggle amount vector, see below.
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29 | uniform vec4 shrink; // x=fadeIn, y=fadeOut, z=flickerAmp, w=flickerVel
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30 | uniform vec4 other; // x=asyncFactor, y=repeat, z=jiggleVel, w=unused
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31 |
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32 | ///////////////////////////////////////////////////////////////////////////////
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33 | // Seed values:
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34 |
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35 | vec4 seedVariX = vec4(8576, 6968, 8285, 1375);
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36 | vec4 seedVariY = vec4(9257, 7911, 4491, 4178);
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37 | vec4 seedVariZ = vec4(9621, 7416, 9166, 1405);
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38 | vec4 seedJiggleX = vec4(9809, 4760, 6104, 3046);
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39 | vec4 seedJiggleY = vec4(7590, 5729, 8471, 1556);
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40 | vec4 seedJiggleZ = vec4(9904, 0636, 4127, 5254);
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41 | vec4 seedAnim = vec4(8891, 1068, 3747, 5529);
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42 | vec4 seedRotU = vec4(3147, 0722, 3324, 7158);
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43 | vec4 seedRotV = vec4(7020, 4337, 7956, 1530);
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44 |
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45 | ///////////////////////////////////////////////////////////////////////////////
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46 | // Utility functions:
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47 |
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48 | float quickSin(float phase)
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49 | {
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50 | float rel = fract(phase) - 0.5;
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51 | float val = - 16.0 * rel * (0.5 - abs(rel));
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52 | return val;
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53 | }
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54 |
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55 | ///////////////////////////////////////////////////////////////////////////////
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56 |
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57 | void main(void)
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58 | {
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59 | float animRandom = dot(gl_Vertex, seedAnim);
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60 | float curAnim = fract(other.x * animRandom + other.y * anim.x);
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61 |
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62 | // The movement direction is varied by a pseudo-random value.
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63 | vec3 variRandom;
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64 | variRandom.x = dot(gl_Vertex, seedVariX);
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65 | variRandom.y = dot(gl_Vertex, seedVariY);
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66 | variRandom.z = dot(gl_Vertex, seedVariZ);
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67 | vec3 variUnit = (2.0 * fract(variRandom) - 1.0);
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68 | vec3 variDelta = variUnit * moveVari.xyz;
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69 |
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70 | // The particles jiggle in direction of a pseudo-random value.
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71 | vec3 jiggleRandom;
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72 | jiggleRandom.x = dot(gl_Vertex, seedJiggleX);
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73 | jiggleRandom.y = dot(gl_Vertex, seedJiggleY);
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74 | jiggleRandom.z = dot(gl_Vertex, seedJiggleZ);
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75 | vec3 jiggleUnit = (2.0 * fract(jiggleRandom) - 1.0);
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76 | vec3 jiggleDelta = jiggleUnit * moveJiggle.xyz
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77 | * quickSin(curAnim * other.z);
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78 |
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79 | // Move particle in object coordinates:
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80 | vec3 moveTot = moveLin.xyz; // Move into constant direction
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81 | moveTot += gl_Normal * param.y; // Move along normal vector
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82 | moveTot += curAnim * moveQuadr.xyz; // Move along a quadratic curve
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83 | moveTot += variDelta; // Move into a random direction
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84 | vec4 posObj = gl_Vertex;
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85 | posObj.xyz += curAnim * moveTot; // Add move
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86 | posObj.xyz += jiggleDelta; // Jitter
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87 |
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88 | // Transformation from object into view coordinates:
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89 | S3D_BONE_TRANSF_STD(matBoneFinal, matBone, boneWgh, boneSubscr);
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90 | vec4 posView = matBoneFinal * posObj;
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91 |
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92 | // Calculate effective particle radius.
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93 | // This includes fading in, fading out and flickering.
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94 | float fadeIn = curAnim * shrink.x;
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95 | float fadeOut = (1.0 - curAnim) * shrink.y;
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96 | float fade = min(1.0, min(fadeIn, fadeOut));
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97 | float flicker = 1.0 - shrink.z * quickSin(curAnim * shrink.w);
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98 | float radius = param.x * flicker * fade;
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99 |
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100 | // Until now we only have the particle center.
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101 | // Now we alculate the corner coordinates.
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102 | // The particle is rotated by a pseudo-random angle:
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103 | vec2 rotRandom;
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104 | rotRandom.x = dot(gl_Vertex, seedRotU);
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105 | rotRandom.y = dot(gl_Vertex, seedRotV);
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106 | vec2 rotDir = normalize(fract(rotRandom) - vec2(0.5, 0.5));
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107 | vec2 rotU = radius * 1.4142 * rotDir;
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108 | vec2 rotV = vec2(- rotU.y, rotU.x);
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109 | vec2 coord = (gl_MultiTexCoord0.xy - vec2(0.5, 0.5));
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110 | posView.xy += rotU * coord.x + rotV * coord.y;
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111 |
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112 | // Projection:
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113 | gl_Position = gl_ProjectionMatrix * posView; //
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114 | gl_TexCoord[0] = gl_MultiTexCoord0;
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115 | gl_FogFragCoord = posView.z / posView.w;
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116 |
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117 | vec4 diffuseOut = gl_FrontMaterial.emission;
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118 | vec4 specularOut = vec4(0);
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119 |
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120 | @ifdef S3D_LIGHT_CNT
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121 | // Work-around to detect nvidia:
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122 | #ifdef __GLSL_CG_DATA_TYPES
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123 | for(int i = 0; i < gl_MaxLights; i++)
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124 | {
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125 | s3d_ColPair result;
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126 | s3d_calcPointLightTerm(
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127 | result, posView.xyz, normalView, gl_FrontMaterial.shininess,
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128 | gl_LightSource[i], gl_FrontLightProduct[i]);
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129 | diffuseOut.rgb += result.diffuse.rgb;
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130 | specularOut.rgb += result.specular.rgb;
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131 | }
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132 | #else
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133 | s3d_ColPair result;
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134 | s3d_calcPointLightTerm(
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135 | result, posView.xyz, vec3(0.0, 0.0, 0.0),
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136 | gl_FrontMaterial.shininess,
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137 | gl_LightSource[0], gl_FrontLightProduct[0]);
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138 | diffuseOut.rgb += result.diffuse.rgb;
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139 | specularOut.rgb += result.specular.rgb;
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140 |
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141 | s3d_calcPointLightTerm(
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142 | result, posView.xyz, vec3(0.0, 0.0, 0.0),
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143 | gl_FrontMaterial.shininess,
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144 | gl_LightSource[1], gl_FrontLightProduct[1]);
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145 | diffuseOut.rgb += result.diffuse.rgb;
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146 | specularOut.rgb += result.specular.rgb;
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147 |
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148 | s3d_calcPointLightTerm(
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149 | result, posView.xyz, vec3(0.0, 0.0, 0.0),
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150 | gl_FrontMaterial.shininess,
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151 | gl_LightSource[2], gl_FrontLightProduct[2]);
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152 | diffuseOut.rgb += result.diffuse.rgb;
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153 | specularOut.rgb += result.specular.rgb;
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154 | #endif
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155 | gl_FrontColor = diffuseOut * colorAlpha * gl_Color;
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156 | gl_FrontSecondaryColor = specularOut;
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157 | @else
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158 | gl_FrontColor = colorAlpha * gl_Color;
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159 | gl_FrontSecondaryColor = vec4(0.0);
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160 | @endif
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161 | }
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162 |
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163 | ///////////////////////////////////////////////////////////////////////////////
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