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Diffstat (limited to 'src/renderergl2/glsl/shadowfill_vp.glsl')
-rw-r--r--src/renderergl2/glsl/shadowfill_vp.glsl89
1 files changed, 89 insertions, 0 deletions
diff --git a/src/renderergl2/glsl/shadowfill_vp.glsl b/src/renderergl2/glsl/shadowfill_vp.glsl
new file mode 100644
index 0000000..7de901b
--- /dev/null
+++ b/src/renderergl2/glsl/shadowfill_vp.glsl
@@ -0,0 +1,89 @@
+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
+
+//#if defined(USE_DEFORM_VERTEXES)
+uniform int u_DeformGen;
+uniform float u_DeformParams[5];
+//#endif
+
+uniform float u_Time;
+uniform mat4 u_ModelViewProjectionMatrix;
+
+uniform mat4 u_ModelMatrix;
+
+//#if defined(USE_VERTEX_ANIMATION)
+uniform float u_VertexLerp;
+//#endif
+
+varying vec3 var_Position;
+
+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);
+}
+
+void main()
+{
+ vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
+ vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
+
+ position = DeformPosition(position, normal, attr_TexCoord0.st);
+
+ gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
+
+ var_Position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
+}