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-rw-r--r--src/extras/shaders/leedsVehicle_mobile.vert40
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);
+}