60 lines
1.6 KiB
Plaintext
60 lines
1.6 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 vec3 wsPos;
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uniform vec4 wsRot;
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varying vec4 uvNoise;
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varying vec3 normal, v, vertCol;
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varying vec2 uv, uv2, uv3, uvB[4];
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varying float pulse;
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varying vec3 light[nLightCount];
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varying vec3 origo;
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const vec2 fractions = vec2(0.984375, 0.0078125);
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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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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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origo = in_vertex.xyz;
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pulse = abs(time * 2.0 - 1.0);
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vec4 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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v = normalize(wsAllign(normalize(tcamrot * -pos.xyz)));
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// special view vector to correct just for cubemap reflections
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normal = normalize(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(((tcamrot * (((gl_LightSource[i].position)).xyz - pos.xyz))));
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}
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uv = in_uv;//gridUV.xy * 3.0; // still 1/3rd to compensate for vert precision
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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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vertCol = in_color.rgb;
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gl_Position = gl_ProjectionMatrix * pos;
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}
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