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starruler-linux/data/shaders/source/moon_procedural_vs.txt
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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;
uniform float time;
//uniform vec3 wsPos;
uniform vec4 wsRot;
varying vec4 uvNoise;
varying vec3 normal, v, vertCol;
varying vec2 uv, uv2, uv3, uvB[4];
varying float pulse;
varying vec3 light[nLightCount];
varying vec3 origo;
const vec2 fractions = vec2(0.984375, 0.0078125);
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);
}
vec2 invertBlurEdge(vec2 uvB){
return abs(fract((uvB + 1.0) * 0.5) - 0.5) * 2.0;
}
void main()
{
origo = in_vertex.xyz;
pulse = abs(time * 2.0 - 1.0);
vec4 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));
v = normalize(wsAllign(normalize(tcamrot * -pos.xyz)));
// special view vector to correct just for cubemap reflections
normal = normalize(tcamrot * (gl_NormalMatrix * wsAllign(normalize(in_normal))));
for (int i = 0; i < nLightCount; i++) {
light[i] = wsAllign(((tcamrot * (((gl_LightSource[i].position)).xyz - pos.xyz))));
}
uv = in_uv;//gridUV.xy * 3.0; // still 1/3rd to compensate for vert precision
uv2 = in_uv2.xy;
uv3 = in_uv2.zw;
uv3.x = 1.0 - uv3.x;
vertCol = in_color.rgb;
gl_Position = gl_ProjectionMatrix * pos;
}