attribute vec4 in_vertex; attribute vec3 in_normal; attribute vec2 in_uv; attribute vec4 in_color; attribute vec4 in_uv2; varying vec3 npos, origo; varying vec3 normal; varying vec2 uv, uv2, uv3; varying vec4 pos; varying vec3 vertMasksPrimary, vertMasksSecondary; varying float vertLightMask; uniform int flagNumber; void main() { normal = normalize(gl_NormalMatrix * in_normal); vec4 pos = gl_ModelViewMatrix * in_vertex; npos = -pos.xyz; origo = in_vertex.xyz; vertMasksSecondary = max(vec3(0.0), in_color.rgb * 3.0 -2.0); // shield r, windows g, engine b vertMasksPrimary = max(vec3(0.0), (1.0 - in_color.rgb) * 3.0 - 2.0); // flags g, warp b, transparency on r vertLightMask = 1.0 - vertMasksSecondary.r - vertMasksSecondary.g - vertMasksSecondary.b - vertMasksPrimary.b; // filter off no-special lights uv = in_uv; uv.y = 1.0 - uv.y; uv2 = in_uv2.xy; uv2.y = 1.0 - uv2.y; uv2 = uv2.xy + vec2((1.0 / 32.0) * clamp(flagNumber, 0, 20) * vertMasksPrimary.g, 0.0); uv3 = in_uv2.zw; uv3.y = 1.0-uv3.y; gl_Position = gl_ProjectionMatrix * pos; }