62 lines
1.8 KiB
Plaintext
62 lines
1.8 KiB
Plaintext
#version 120
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const int nLightCount = 2;
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attribute vec4 in_vertex;
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attribute vec3 in_normal;
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attribute vec2 in_uv;
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attribute vec4 in_color;
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attribute vec4 in_uv2;
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varying vec3 npos, origo;
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varying vec3 normal;
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varying vec2 uv, uv2, uv3;
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varying vec4 pos;
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varying vec3 vertMasksPrimary, vertMasksSecondary;
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varying vec2 vertLightMask;
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uniform vec4 wsRot;
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varying vec3 light[nLightCount];
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varying vec3 lightColor[nLightCount];
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varying float dist[nLightCount];
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vec3 toLinear(vec3 x) {
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return pow(x, vec3(2.2));
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}
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float square(float x){
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return x*x;
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}
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vec3 wsAllign(vec3 x){
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return x + 2.0 * cross(wsRot.xyz, cross(wsRot.xyz, x) + wsRot.w * x);
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}
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void main()
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{
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pos = gl_ModelViewMatrix * in_vertex;
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// convert view, normal and light vectors to world space and quaternion correct for model rotation
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mat3 tcamrot = transpose(mat3x3(gl_ModelViewMatrix));
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npos = (wsAllign(normalize(tcamrot * -pos.xyz)));
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normal = (tcamrot * (gl_NormalMatrix * wsAllign(normalize(in_normal))));
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for (int i = 0; i < nLightCount; i++) {
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light[i] = wsAllign(normalize((tcamrot * (((gl_LightSource[i].position)).xyz - pos.xyz))));
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}
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// store origo for model alligned effects
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origo = in_vertex.xyz;
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// prep vertex masks
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vertMasksSecondary = max(vec3(0.0), in_color.rgb * 3.0 -2.0); // shield r, windows g, engine b
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vertMasksPrimary = max(vec3(0.0), (1.0 - in_color.rgb) * 3.0 - 2.0); // flags g, warp b, transparency on r
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vertLightMask = vec2(1.0 - vertMasksSecondary.r - vertMasksSecondary.g - vertMasksSecondary.b - vertMasksPrimary.b, floor(1.0 - vertMasksSecondary.b));
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uv = in_uv;
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uv.y = 1.0 - uv.y;
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uv2 = in_uv2.xy;
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uv2.y = 1.0 - uv2.y;
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uv3 = in_uv2.zw;
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uv3.y = 1.0 - uv3.y;
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gl_Position = gl_ProjectionMatrix * pos;
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}
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