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); normal = normalize(normal - vec3(0.5)); #else vec3 position = attr_Position; vec3 normal = attr_Normal * 2.0 - vec3(1.0); #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; }