attribute vec3 attr_Position; attribute vec4 attr_TexCoord0; attribute vec3 attr_Normal; uniform vec4 u_DlightInfo; #if defined(USE_DEFORM_VERTEXES) uniform int u_DeformGen; uniform float u_DeformParams[5]; uniform float u_Time; #endif uniform vec4 u_Color; uniform mat4 u_ModelViewProjectionMatrix; varying vec2 var_Tex1; varying vec4 var_Color; #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 void main() { vec3 position = attr_Position; vec3 normal = attr_Normal; #if defined(USE_DEFORM_VERTEXES) position = DeformPosition(position, normal, attr_TexCoord0.st); #endif gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0); vec3 dist = u_DlightInfo.xyz - position; var_Tex1 = dist.xy * u_DlightInfo.a + vec2(0.5); float dlightmod = step(0.0, dot(dist, normal)); dlightmod *= clamp(2.0 * (1.0 - abs(dist.z) * u_DlightInfo.a), 0.0, 1.0); var_Color = u_Color * dlightmod; }