diff options
Diffstat (limited to 'src/extras/shaders/leedsVehicle_mobile.vert')
-rw-r--r-- | src/extras/shaders/leedsVehicle_mobile.vert | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/src/extras/shaders/leedsVehicle_mobile.vert b/src/extras/shaders/leedsVehicle_mobile.vert new file mode 100644 index 00000000..b2123fa4 --- /dev/null +++ b/src/extras/shaders/leedsVehicle_mobile.vert @@ -0,0 +1,40 @@ +uniform vec4 u_amb; +uniform vec4 u_emiss; + +VSIN(ATTRIB_POS) vec3 in_pos; + +VSOUT vec4 v_color; +VSOUT vec2 v_tex0; +VSOUT vec2 v_tex1; +VSOUT float v_fog; +VSOUT vec2 v_reflData; + +#define v_NdotV (v_reflData.x) +#define v_lightingCont (v_reflData.y) + +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; + + v_tex0 = in_tex0; + + vec3 ViewNormal = mat3(u_view) * Normal; + v_tex1 = (ViewNormal.xy + vec2(1.0, 1.0))*0.5; + + v_color = in_color; + vec4 combinedAmbient = mix(u_emiss, u_amb, Normal.z); + v_color.rgb += combinedAmbient.rgb*surfAmbient; + v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse; + v_lightingCont = max(0.5, (v_color.r + v_color.g + v_color.b) / 3.0); + v_color *= u_matColor; + + // for fresnel + vec3 camPos = -u_view[3].xyz * mat3(u_view); + vec3 viewVec = normalize(Vertex.xyz - camPos); + v_NdotV = 1.0 - dot(-Normal.xyz, viewVec.xyz); + + v_fog = DoFog(gl_Position.w); +} |