#version 120 const int nLightCount = 2; attribute vec4 in_vertex; attribute vec3 in_normal; attribute vec2 in_uv; attribute vec4 in_color; attribute vec4 in_uv2; uniform float cycle; uniform vec4 wsRot; uniform vec4 wsPos; uniform vec2 texSize; varying vec4 pos; varying vec3 normal, npos, origo; varying vec2 uv, uv2, uvNoise, uvSplat, uvB[5]; varying float pulse, poleMask; varying vec3 light[nLightCount]; varying vec3 splatRadial; varying float atmoMask; const float pi = 3.14159265358; const float tau = 6.28318530717; const vec2 fractions = vec2(0.984375, 0.0078125); float square(float x){ return x*x; } vec3 square(vec3 x){ return x*x; } // regular atan() fails at 0,0 float atan2(float y, float x) { return x == 0.0 ? sign(y)*pi/2 : atan(y, x); } vec3 toLinear(vec3 x) { return pow(x, vec3(2.2)); } vec3 wsAllign(vec3 x){ return x + 2.0 * cross(wsRot.xyz, cross(wsRot.xyz, x) + wsRot.w * x); } void main() { uv = in_uv; uv2 = in_uv2.xy; uvNoise = ((uv * vec2(128.0, 4.0)) * fractions.x + fractions.y) / 5.0; float radial = fract(atan2(in_vertex.r, in_vertex.b) / tau); uvSplat = vec2(uv2.y, abs(radial * 2.0 - 1.0)); radial = abs(fract(radial * 8.0) * 2.0 - 1.0); radial *= 3.0; splatRadial = clamp(vec3(radial, radial - 1.0, radial - 2.0), vec3(0.0), vec3(1.0)); splatRadial *= splatRadial * (3.0 - splatRadial * 2.0); poleMask = square(abs(in_vertex.y * 16.0)); pulse = abs(cycle * 2.0 - 1.0); pos = gl_ModelViewMatrix * in_vertex; origo = in_vertex.xyz; // convert view, normal and light vectors to world space and quaternion correct for model rotation mat3 tcamrot = transpose(mat3x3(gl_ModelViewMatrix)); npos = (wsAllign(normalize(tcamrot * -pos.xyz))); // special view vector to correct just for cubemap reflections normal = (tcamrot * (gl_NormalMatrix * wsAllign(normalize(in_normal)))); for (int i = 0; i < nLightCount; i++) { light[i] = wsAllign(normalize((tcamrot * (((gl_LightSource[i].position)).xyz - pos.xyz)))); } atmoMask = in_color.r; // make splatmap blurs vec2 blur = vec2(1.0 / texSize.x, 1.0 / texSize.y); uvB[0] = uv; uvB[1] = uv + blur; uvB[2] = uv + vec2(-blur.x, blur.y); uvB[3] = uv + vec2(-blur.x, -blur.y); uvB[4] = uv + vec2(blur.x, -blur.y); // clamp so we don't get south poles blending into north poles an vice versa blur.y = 1.0 - blur.x; uvB[0].y = clamp(uvB[0].y, blur.x, blur.y); uvB[1].y = clamp(uvB[1].y, blur.x, blur.y); uvB[2].y = clamp(uvB[2].y, blur.x, blur.y); uvB[3].y = clamp(uvB[3].y, blur.x, blur.y); uvB[4].y = clamp(uvB[4].y, blur.x, blur.y); gl_Position = gl_ProjectionMatrix * pos; }