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starruler-linux/data/shaders/source/planet_procedural_clean_vs.txt
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;
uniform float time;
uniform vec4 wsRot;
uniform vec4 wsPos;
uniform vec2 texSize;
varying vec4 uvNoise, pos;
varying vec3 normal, npos, vertCol;
varying vec2 uv, uv2, uv3, uvB[5];
varying float pulse;
varying vec3 light[nLightCount];
varying vec3 lightColor[nLightCount];
varying float dist[nLightCount];
const vec2 fractions = vec2(0.984375, 0.0078125);
/*
vec2 rotator(vec2 rotate, float rate)
{
return vec2(dot(rotate, vec2(cos(rate), -sin(rate))), dot(rotate, vec2(sin(rate), cos(rate))));
}/*
// 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);
}
vec2 invertBlurEdge(vec2 uvB){
return abs(fract((uvB + 1.0) * 0.5) - 0.5) * 2.0;
}
void main()
{
pulse = abs(time * 2.0 - 1.0);
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)));
// 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))));
}
uv = in_uv;
uv2 = in_uv2.xy;
uv3 = in_uv2.zw;
uv3.x = 1.0 - uv3.x;
// make splatmap blurs
vec2 blur = vec2(1.0 / texSize.x, 1.0 / texSize.y);
uvB[0] = uv3;
uvB[1] = uv3 + blur;
uvB[2] = uv3 + vec2(-blur.x, blur.y);
uvB[3] = uv3 + vec2(-blur.x, -blur.y);
uvB[4] = uv3 + 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);
uvNoise = ((vec4(uv, uv2) * 3.0) * fractions.x + fractions.y) / 3.0;
vertCol = in_color.rgb;
// use to kill off the worst polar splatmap distortions
vertCol.b *= 0.6;
gl_Position = gl_ProjectionMatrix * pos;
}