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author | aap <aap@papnet.eu> | 2020-08-19 16:10:22 +0200 |
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committer | aap <aap@papnet.eu> | 2020-08-19 16:10:22 +0200 |
commit | 827ba62671c6e2efe96259a0f130a4d167d14c2a (patch) | |
tree | 53bbc586e9a44d19d0cd1a67a69e9c49d9625662 /src/extras/shaders/neoVehicle.vert | |
parent | changing silly streaming memory limit (diff) | |
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Diffstat (limited to 'src/extras/shaders/neoVehicle.vert')
-rw-r--r-- | src/extras/shaders/neoVehicle.vert | 54 |
1 files changed, 54 insertions, 0 deletions
diff --git a/src/extras/shaders/neoVehicle.vert b/src/extras/shaders/neoVehicle.vert new file mode 100644 index 00000000..f2f54d6d --- /dev/null +++ b/src/extras/shaders/neoVehicle.vert @@ -0,0 +1,54 @@ +uniform vec3 u_eye; +uniform vec4 u_reflProps; +uniform vec4 u_specDir[5]; +uniform vec4 u_specColor[5]; + +#define fresnel (u_reflProps.x) +#define lightStrength (u_reflProps.y) // speclight alpha +#define shininess (u_reflProps.z) +#define specularity (u_reflProps.w) + +layout(location = 0) in vec3 in_pos; +layout(location = 1) in vec3 in_normal; +layout(location = 2) in vec4 in_color; +layout(location = 3) in vec2 in_tex0; + +out vec4 v_color; +out vec4 v_reflcolor; +out vec2 v_tex0; +out vec2 v_tex1; +out float v_fog; + +vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power) +{ + return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol; +} + +void +main(void) +{ + vec4 Vertex = u_world * vec4(in_pos, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * in_normal; + vec3 viewVec = normalize(u_eye - Vertex.xyz); + + v_tex0 = in_tex0; + + v_color = in_color; + v_color.rgb += u_ambLight.rgb*surfAmbient; + v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength; + v_color = clamp(v_color, 0.0, 1.0); + v_color *= u_matColor; + + // reflect V along Normal + vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec; + v_tex1 = uv2.xy*0.5 + 0.5; + float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0); + v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0); + v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess; + + for(int i = 0; i < 5; i++) + v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength; + + v_fog = DoFog(gl_Position.w); +} |