attribute vec4 attr_TexCoord0; #if defined(USE_LIGHTMAP) || defined(USE_TCGEN) attribute vec4 attr_TexCoord1; #endif attribute vec4 attr_Color; attribute vec3 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 vec3 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_DELUXEMAP) uniform vec4 u_EnableTextures; // x = normal, y = deluxe, z = specular, w = cube #endif #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) uniform vec3 u_ViewOrigin; #endif #if defined(USE_TCGEN) uniform int u_TCGen0; uniform vec3 u_TCGen0Vector0; uniform vec3 u_TCGen0Vector1; uniform vec3 u_LocalViewOrigin; #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; uniform float u_LightRadius; #if defined(USE_FAST_LIGHT) uniform vec3 u_DirectedLight; uniform vec3 u_AmbientLight; #endif #endif #if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) uniform vec4 u_PrimaryLightOrigin; uniform float u_PrimaryLightRadius; #endif varying vec4 var_TexCoords; varying vec4 var_Color; #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) #if defined(USE_VERT_TANGENT_SPACE) varying vec4 var_Normal; varying vec4 var_Tangent; varying vec4 var_Bitangent; #else varying vec3 var_Normal; varying vec3 var_ViewDir; #endif #endif #if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) varying vec3 var_LightColor; #endif #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) varying vec4 var_LightDir; #endif #if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) varying vec4 var_PrimaryLightDir; #endif #if defined(USE_TCGEN) vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3 TCGenVector1) { vec2 tex = attr_TexCoord0.st; if (TCGen == TCGEN_LIGHTMAP) { tex = attr_TexCoord1.st; } else if (TCGen == TCGEN_ENVIRONMENT_MAPPED) { vec3 viewer = normalize(u_LocalViewOrigin - position); tex = -reflect(viewer, normal).yz * vec2(0.5, -0.5) + 0.5; } else if (TCGen == TCGEN_VECTOR) { tex = vec2(dot(position, TCGenVector0), dot(position, TCGenVector1)); } return tex; } #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 float CalcLightAttenuation(vec3 dir, float sqrRadius) { // point light at >0 radius, directional otherwise float point = float(sqrRadius > 0.0); // inverse square light float attenuation = sqrRadius / dot(dir, dir); // zero light at radius, approximating q3 style // also don't attenuate directional light attenuation = (0.5 * attenuation - 1.5) * point + 1.0; // clamp attenuation #if defined(NO_LIGHT_CLAMP) attenuation = max(attenuation, 0.0); #else attenuation = clamp(attenuation, 0.0, 1.0); #endif return attenuation; } void main() { #if defined(USE_VERTEX_ANIMATION) vec3 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 vec3 position = attr_Position; vec3 normal = attr_Normal; #if defined(USE_VERT_TANGENT_SPACE) vec3 tangent = attr_Tangent; vec3 bitangent = attr_Bitangent; #endif #endif #if defined(USE_TCGEN) vec2 texCoords = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1); #else vec2 texCoords = attr_TexCoord0.st; #endif #if defined(USE_TCMOD) var_TexCoords.xy = ModTexCoords(texCoords, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb); #else var_TexCoords.xy = texCoords; #endif gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0); #if defined(USE_MODELMATRIX) position = (u_ModelMatrix * vec4(position, 1.0)).xyz; 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 #endif #if defined(USE_LIGHT_VECTOR) vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w); #elif defined(USE_LIGHT) vec3 L = attr_LightDirection; #if defined(USE_MODELMATRIX) L = (u_ModelMatrix * vec4(L, 0.0)).xyz; #endif #endif #if defined(USE_LIGHTMAP) 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 = var_Color.rgb; var_Color.rgb = vec3(1.0); #endif #if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT) float attenuation = CalcLightAttenuation(L, u_LightRadius * u_LightRadius); float NL = clamp(dot(normal, normalize(L)), 0.0, 1.0); var_Color.rgb *= u_DirectedLight * attenuation * NL + u_AmbientLight; #endif #if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP) var_PrimaryLightDir.xyz = u_PrimaryLightOrigin.xyz - (position * u_PrimaryLightOrigin.w); var_PrimaryLightDir.w = u_PrimaryLightRadius * u_PrimaryLightRadius; #endif #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) #if defined(USE_LIGHT_VECTOR) var_LightDir = vec4(L, u_LightRadius * u_LightRadius); #else var_LightDir = vec4(L, 0.0); #endif #if defined(USE_DELUXEMAP) var_LightDir *= 1.0 - u_EnableTextures.y; #endif #endif #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) vec3 viewDir = u_ViewOrigin - position; #endif #if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) #if defined(USE_VERT_TANGENT_SPACE) // store view direction in tangent space to save on varyings var_Normal = vec4(normal, viewDir.x); var_Tangent = vec4(tangent, viewDir.y); var_Bitangent = vec4(bitangent, viewDir.z); #else var_Normal = normal; var_ViewDir = viewDir; #endif #endif }