diff options
Diffstat (limited to 'src/renderergl2/glsl/fogpass_vp.glsl')
-rw-r--r-- | src/renderergl2/glsl/fogpass_vp.glsl | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/src/renderergl2/glsl/fogpass_vp.glsl b/src/renderergl2/glsl/fogpass_vp.glsl new file mode 100644 index 0000000..c8ec9a9 --- /dev/null +++ b/src/renderergl2/glsl/fogpass_vp.glsl @@ -0,0 +1,117 @@ +attribute vec3 attr_Position; +attribute vec3 attr_Normal; + +attribute vec4 attr_TexCoord0; + +#if defined(USE_VERTEX_ANIMATION) +attribute vec3 attr_Position2; +attribute vec3 attr_Normal2; +#endif + +uniform vec4 u_FogDistance; +uniform vec4 u_FogDepth; +uniform float u_FogEyeT; + +#if defined(USE_DEFORM_VERTEXES) +uniform int u_DeformGen; +uniform float u_DeformParams[5]; +#endif + +uniform float u_Time; +uniform mat4 u_ModelViewProjectionMatrix; + +#if defined(USE_VERTEX_ANIMATION) +uniform float u_VertexLerp; +#endif + +uniform vec4 u_Color; + +varying float var_Scale; + +#if defined(USE_DEFORM_VERTEXES) +vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) +{ + if (u_DeformGen == 0) + { + return pos; + } + + float base = u_DeformParams[0]; + float amplitude = u_DeformParams[1]; + float phase = u_DeformParams[2]; + float frequency = u_DeformParams[3]; + float spread = u_DeformParams[4]; + + if (u_DeformGen == DGEN_BULGE) + { + phase *= st.x; + } + else // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH) + { + phase += dot(pos.xyz, vec3(spread)); + } + + float value = phase + (u_Time * frequency); + float func; + + if (u_DeformGen == DGEN_WAVE_SIN) + { + func = sin(value * 2.0 * M_PI); + } + else if (u_DeformGen == DGEN_WAVE_SQUARE) + { + func = sign(0.5 - fract(value)); + } + else if (u_DeformGen == DGEN_WAVE_TRIANGLE) + { + func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0; + } + else if (u_DeformGen == DGEN_WAVE_SAWTOOTH) + { + func = fract(value); + } + else if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH) + { + func = (1.0 - fract(value)); + } + else // if (u_DeformGen == DGEN_BULGE) + { + func = sin(value); + } + + return pos + normal * (base + func * amplitude); +} +#endif + +float CalcFog(vec3 position) +{ + float s = dot(vec4(position, 1.0), u_FogDistance) * 8.0; + float t = dot(vec4(position, 1.0), u_FogDepth); + + float eyeOutside = float(u_FogEyeT < 0.0); + float fogged = float(t >= eyeOutside); + + t += 1e-6; + t *= fogged / (t - u_FogEyeT * eyeOutside); + + return s * t; +} + +void main() +{ +#if defined(USE_VERTEX_ANIMATION) + vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); + vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp); +#else + vec3 position = attr_Position; + vec3 normal = attr_Normal; +#endif + +#if defined(USE_DEFORM_VERTEXES) + position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st); +#endif + + gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0); + + var_Scale = CalcFog(position) * u_Color.a * u_Color.a; +} |