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Diffstat (limited to 'src/renderergl2/glsl/lightall_vp.glsl')
-rw-r--r--src/renderergl2/glsl/lightall_vp.glsl26
1 files changed, 9 insertions, 17 deletions
diff --git a/src/renderergl2/glsl/lightall_vp.glsl b/src/renderergl2/glsl/lightall_vp.glsl
index 8230b9db..d9655ebe 100644
--- a/src/renderergl2/glsl/lightall_vp.glsl
+++ b/src/renderergl2/glsl/lightall_vp.glsl
@@ -113,7 +113,7 @@ vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
float phase = offTurb.w;
vec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + offTurb.xy;
- vec3 offsetPos = position * 0.0009765625;
+ vec3 offsetPos = position / 1024.0;
offsetPos.x += offsetPos.z;
vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI);
@@ -183,7 +183,7 @@ void main()
#if defined(USE_LIGHT_VECTOR)
vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
-#elif defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)
+#elif defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
vec3 L = attr_LightDirection;
#if defined(USE_MODELMATRIX)
L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
@@ -194,12 +194,10 @@ void main()
var_TexCoords.zw = attr_TexCoord1.st;
#endif
+ var_Color = u_VertColor * attr_Color + u_BaseColor;
#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
- var_LightColor = u_VertColor.rgb * attr_Color.rgb;
+ var_LightColor = var_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)
@@ -209,14 +207,8 @@ void main()
var_Color.rgb *= u_DirectedLight * attenuation * NL + u_AmbientLight;
#endif
-#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
- var_Normal.xyz = normal;
- var_Tangent.xyz = tangent;
- var_Bitangent.xyz = bitangent;
-#endif
-
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
- var_PrimaryLightDir.xyz = (u_PrimaryLightOrigin.xyz - (position * u_PrimaryLightOrigin.w));
+ var_PrimaryLightDir.xyz = u_PrimaryLightOrigin.xyz - (position * u_PrimaryLightOrigin.w);
var_PrimaryLightDir.w = u_PrimaryLightRadius * u_PrimaryLightRadius;
#endif
@@ -229,7 +221,7 @@ void main()
#endif
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
- vec3 viewDir = (u_ViewOrigin - position);
+ vec3 viewDir = u_ViewOrigin - position;
#endif
#if defined(USE_TANGENT_SPACE_LIGHT)
@@ -250,8 +242,8 @@ void main()
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
// store view direction in tangent space to save on varyings
- var_Normal.w = viewDir.x;
- var_Tangent.w = viewDir.y;
- var_Bitangent.w = viewDir.z;
+ var_Normal = vec4(normal, viewDir.x);
+ var_Tangent = vec4(tangent, viewDir.y);
+ var_Bitangent = vec4(bitangent, viewDir.z);
#endif
}