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/*
---------------------------------------------------------------------
Terrain Renderer using texture splatting and geomipmapping
Copyright (c) 2006 Jelmer Cnossen
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any
damages arising from the use of this software.
Permission is granted to anyone to use this software for any
purpose, including commercial applications, and to alter it and
redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you
must not claim that you wrote the original software. If you use
this software in a product, an acknowledgment in the product
documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and
must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
Jelmer Cnossen
j.cnossen at gmail dot com
---------------------------------------------------------------------
*/
vec4 Ambient;
vec4 Diffuse;
vec4 Specular;
#ifdef UseShadowMapping
void CalcShadowTexCoord()
{
vec2 temp, at;
temp.x = dot(gl_Vertex, shadowMatrix[0]);
temp.y = dot(gl_Vertex, shadowMatrix[1]);
at = abs(temp);
at += vec2(shadowParams.x,shadowParams.x);
at.x = inversesqrt(at.x);
at.y = inversesqrt(at.y);
at += vec2(shadowParams.y,shadowParams.y);
shadowTexCoord.xy = temp * at + vec2(shadowParams.z,shadowParams.w);
shadowTexCoord.z = dot(gl_Vertex, shadowMatrix[2]);
}
#endif
#ifdef UseBumpMapping
attribute mat3 TangentSpaceMatrix;
#endif
void main (void)
{
// Eye-coordinate position of vertex, needed in various calculations
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
gl_Position = gl_ProjectionMatrix * ecPosition;
CalculateTexCoords();
#ifdef UseShadowMapping
CalcShadowTexCoord();
#endif
#ifdef UseBumpMapping
tsLightDir = normalize(TangentSpaceMatrix * (-wsLightDir));
vec3 eyeDir = gl_Vertex.xyz - wsEyePos;
tsEyeDir = normalize(TangentSpaceMatrix * eyeDir);
#else
normal = gl_NormalMatrix * gl_Normal;
wsEyeDir = normalize(gl_Vertex.xyz - wsEyePos);
#endif
}
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