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starruler-linux/data/shaders/source/ringworld_procedural_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 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;
}