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2018-07-17 14:15:37 +02:00

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#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;
varying vec3 npos, origo;
varying vec3 normal;
varying vec2 uv, uv2, uv3;
varying vec4 pos;
varying vec3 vertMasksPrimary, vertMasksSecondary;
varying vec2 vertLightMask;
uniform vec4 wsRot;
varying vec3 light[nLightCount];
varying vec3 lightColor[nLightCount];
varying float dist[nLightCount];
vec3 toLinear(vec3 x) {
return pow(x, vec3(2.2));
}
float square(float x){
return x*x;
}
vec3 wsAllign(vec3 x){
return x + 2.0 * cross(wsRot.xyz, cross(wsRot.xyz, x) + wsRot.w * x);
}
void main()
{
pos = gl_ModelViewMatrix * in_vertex;
// 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)));
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))));
}
// store origo for model alligned effects
origo = in_vertex.xyz;
// prep vertex masks
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 = vec2(1.0 - vertMasksSecondary.r - vertMasksSecondary.g - vertMasksSecondary.b - vertMasksPrimary.b, floor(1.0 - vertMasksSecondary.b));
uv = in_uv;
uv.y = 1.0 - uv.y;
uv2 = in_uv2.xy;
uv2.y = 1.0 - uv2.y;
uv3 = in_uv2.zw;
uv3.y = 1.0 - uv3.y;
gl_Position = gl_ProjectionMatrix * pos;
}