89 lines
2.5 KiB
Plaintext
89 lines
2.5 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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uniform float time;
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uniform vec4 wsRot;
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uniform vec4 wsPos;
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uniform vec2 texSize;
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varying vec4 uvNoise, pos;
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varying vec3 normal, npos, vertCol;
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varying vec2 uv, uv2, uv3, uvB[5];
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varying float pulse;
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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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const vec2 fractions = vec2(0.984375, 0.0078125);
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/*
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vec2 rotator(vec2 rotate, float rate)
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{
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return vec2(dot(rotate, vec2(cos(rate), -sin(rate))), dot(rotate, vec2(sin(rate), cos(rate))));
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}/*
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// regular atan() fails at 0,0
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float atan2(float y, float x)
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{
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return x == 0.0 ? sign(y)*pi/2 : atan(y, x);
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}*/
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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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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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vec2 invertBlurEdge(vec2 uvB){
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return abs(fract((uvB + 1.0) * 0.5) - 0.5) * 2.0;
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}
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void main()
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{
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pulse = abs(time * 2.0 - 1.0);
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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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// special view vector to correct just for cubemap reflections
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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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uv = in_uv;
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uv2 = in_uv2.xy;
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uv3 = in_uv2.zw;
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uv3.x = 1.0 - uv3.x;
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// make splatmap blurs
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vec2 blur = vec2(1.0 / texSize.x, 1.0 / texSize.y);
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uvB[0] = uv3;
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uvB[1] = uv3 + blur;
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uvB[2] = uv3 + vec2(-blur.x, blur.y);
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uvB[3] = uv3 + vec2(-blur.x, -blur.y);
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uvB[4] = uv3 + vec2(blur.x, -blur.y);
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// clamp so we don't get south poles blending into north poles an vice versa
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blur.y = 1.0 - blur.x;
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uvB[0].y = clamp(uvB[0].y, blur.x, blur.y);
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uvB[1].y = clamp(uvB[1].y, blur.x, blur.y);
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uvB[2].y = clamp(uvB[2].y, blur.x, blur.y);
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uvB[3].y = clamp(uvB[3].y, blur.x, blur.y);
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uvB[4].y = clamp(uvB[4].y, blur.x, blur.y);
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uvNoise = ((vec4(uv, uv2) * 3.0) * fractions.x + fractions.y) / 3.0;
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vertCol = in_color.rgb;
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// use to kill off the worst polar splatmap distortions
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vertCol.b *= 0.6;
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gl_Position = gl_ProjectionMatrix * pos;
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}
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