[2269] | 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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