diff options
author | Tim Angus <tim@ngus.net> | 2013-02-15 23:46:37 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2013-02-16 21:55:58 +0000 |
commit | 1fba10104e76e937eeac60bc207a74012ab936dc (patch) | |
tree | 7bcb5507cd1aa13e6f07b74c008e9391abbf26ae /src/rend2/glsl/lightall_vp.glsl | |
parent | c1ad10c57be23f89f658a13729e4349b400a8734 (diff) |
renderer -> renderergl1, rend2 -> renderergl2
Diffstat (limited to 'src/rend2/glsl/lightall_vp.glsl')
-rw-r--r-- | src/rend2/glsl/lightall_vp.glsl | 219 |
1 files changed, 0 insertions, 219 deletions
diff --git a/src/rend2/glsl/lightall_vp.glsl b/src/rend2/glsl/lightall_vp.glsl deleted file mode 100644 index 05a41f4d..00000000 --- a/src/rend2/glsl/lightall_vp.glsl +++ /dev/null @@ -1,219 +0,0 @@ -attribute vec4 attr_TexCoord0; -#if defined(USE_LIGHTMAP) -attribute vec4 attr_TexCoord1; -#endif -attribute vec4 attr_Color; - -attribute vec4 attr_Position; -attribute vec3 attr_Normal; - -#if defined(USE_VERT_TANGENT_SPACE) -attribute vec3 attr_Tangent; -attribute vec3 attr_Bitangent; -#endif - -#if defined(USE_VERTEX_ANIMATION) -attribute vec4 attr_Position2; -attribute vec3 attr_Normal2; - #if defined(USE_VERT_TANGENT_SPACE) -attribute vec3 attr_Tangent2; -attribute vec3 attr_Bitangent2; - #endif -#endif - -#if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR) -attribute vec3 attr_LightDirection; -#endif - -#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) -uniform vec3 u_ViewOrigin; -#endif - -#if defined(USE_TCGEN) -uniform int u_TCGen0; -#endif - -#if defined(USE_TCMOD) -uniform vec4 u_DiffuseTexMatrix; -uniform vec4 u_DiffuseTexOffTurb; -#endif - -uniform mat4 u_ModelViewProjectionMatrix; -uniform vec4 u_BaseColor; -uniform vec4 u_VertColor; - -#if defined(USE_MODELMATRIX) -uniform mat4 u_ModelMatrix; -#endif - -#if defined(USE_VERTEX_ANIMATION) -uniform float u_VertexLerp; -#endif - -#if defined(USE_LIGHT_VECTOR) -uniform vec4 u_LightOrigin; - #if defined(USE_FAST_LIGHT) -uniform vec3 u_DirectedLight; -uniform vec3 u_AmbientLight; -uniform float u_LightRadius; - #endif -#endif - -varying vec2 var_DiffuseTex; - -#if defined(USE_LIGHTMAP) -varying vec2 var_LightTex; -#endif - -#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) -varying vec3 var_SampleToView; -#endif - -varying vec4 var_Color; - -#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE) -varying vec3 var_Position; -#endif - - -#if !defined(USE_FAST_LIGHT) -varying vec3 var_Normal; - #if defined(USE_VERT_TANGENT_SPACE) -varying vec3 var_Tangent; -varying vec3 var_Bitangent; - #endif -#endif - -#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) -varying vec3 var_VertLight; -#endif - -#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) -varying vec3 var_WorldLight; -#endif - -#if defined(USE_TCMOD) -vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb) -{ - float amplitude = offTurb.z; - float phase = offTurb.w; - vec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + offTurb.xy; - - vec3 offsetPos = position / 1024.0; - offsetPos.x += offsetPos.z; - - vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI); - - return st2 + texOffset * amplitude; -} -#endif - - -void main() -{ -#if defined(USE_VERTEX_ANIMATION) - vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp); - vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp)); - #if defined(USE_VERT_TANGENT_SPACE) - vec3 tangent = normalize(mix(attr_Tangent, attr_Tangent2, u_VertexLerp)); - vec3 bitangent = normalize(mix(attr_Bitangent, attr_Bitangent2, u_VertexLerp)); - #endif -#else - vec4 position = attr_Position; - vec3 normal = attr_Normal; - #if defined(USE_VERT_TANGENT_SPACE) - vec3 tangent = attr_Tangent; - vec3 bitangent = attr_Bitangent; - #endif -#endif - - gl_Position = u_ModelViewProjectionMatrix * position; - -#if (defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) - vec3 worldLight = attr_LightDirection; -#endif - -#if defined(USE_MODELMATRIX) - position = u_ModelMatrix * position; - normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz; - #if defined(USE_VERT_TANGENT_SPACE) - tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz; - bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz; - #endif - - #if defined(USE_LIGHTMAP) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) - worldLight = (u_ModelMatrix * vec4(worldLight, 0.0)).xyz; - #endif -#endif - -#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE) - var_Position = position.xyz; -#endif - -#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) - vec3 SampleToView = u_ViewOrigin - position.xyz; -#endif - -#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) - var_SampleToView = SampleToView; -#endif - - vec2 tex; - -#if defined(USE_TCGEN) - if (u_TCGen0 == TCGEN_ENVIRONMENT_MAPPED) - { - tex = -reflect(normalize(SampleToView), normal).yz * vec2(0.5, -0.5) + 0.5; - } - else -#endif - { - tex = attr_TexCoord0.st; - } - -#if defined(USE_TCMOD) - var_DiffuseTex = ModTexCoords(tex, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb); -#else - var_DiffuseTex = tex; -#endif - -#if defined(USE_LIGHTMAP) - var_LightTex = attr_TexCoord1.st; -#endif - -#if !defined(USE_FAST_LIGHT) - var_Normal = normal; - #if defined(USE_VERT_TANGENT_SPACE) - var_Tangent = tangent; - var_Bitangent = bitangent; - #endif -#endif - -#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) - #if defined(USE_LIGHT_VECTOR) - vec3 worldLight = u_LightOrigin.xyz - (position.xyz * u_LightOrigin.w); - #endif - #if !defined(USE_FAST_LIGHT) - var_WorldLight = worldLight; - #endif -#endif - -#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) - var_VertLight = u_VertColor.rgb * attr_Color.rgb; - var_Color.rgb = vec3(1.0); - var_Color.a = u_VertColor.a * attr_Color.a + u_BaseColor.a; -#else - var_Color = u_VertColor * attr_Color + u_BaseColor; -#endif - -#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT) - #if defined(USE_INVSQRLIGHT) - float intensity = 1.0 / dot(worldLight, worldLight); - #else - float intensity = clamp((1.0 - dot(worldLight, worldLight) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0); - #endif - float NL = clamp(dot(normal, normalize(worldLight)), 0.0, 1.0); - - var_Color.rgb *= u_DirectedLight * intensity * NL + u_AmbientLight; -#endif -} |