2022-04-24 15:29:16 +00:00
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#version 120
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2022-04-04 20:51:23 +00:00
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2021-03-15 04:42:34 +00:00
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#if @useUBO
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#extension GL_ARB_uniform_buffer_object : require
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#endif
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#if @useGPUShader4
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#extension GL_EXT_gpu_shader4: require
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#endif
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2021-02-21 18:38:15 +00:00
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2023-02-25 19:03:39 +00:00
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#include "lib/core/vertex.h.glsl"
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2016-02-19 00:30:15 +00:00
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varying vec2 uv;
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2020-03-14 12:39:32 +00:00
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varying float euclideanDepth;
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varying float linearDepth;
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2016-02-19 00:30:15 +00:00
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2023-12-15 07:23:10 +00:00
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#define PER_PIXEL_LIGHTING (@normalMap || @specularMap || @forcePPL)
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2016-02-19 00:30:15 +00:00
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#if !PER_PIXEL_LIGHTING
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2020-12-19 17:17:42 +00:00
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centroid varying vec3 passLighting;
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2023-12-15 07:23:10 +00:00
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centroid varying vec3 passSpecular;
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2018-05-11 18:15:04 +00:00
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centroid varying vec3 shadowDiffuseLighting;
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2023-12-15 07:23:10 +00:00
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centroid varying vec3 shadowSpecularLighting;
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2016-02-19 00:30:15 +00:00
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#endif
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2016-02-20 18:54:47 +00:00
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varying vec3 passViewPos;
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2016-03-22 20:00:31 +00:00
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varying vec3 passNormal;
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2016-02-19 00:30:15 +00:00
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2020-12-19 17:17:42 +00:00
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#include "vertexcolors.glsl"
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2018-06-24 22:40:52 +00:00
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#include "shadows_vertex.glsl"
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2023-12-10 18:45:15 +00:00
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#include "compatibility/normals.glsl"
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2021-03-28 18:06:00 +00:00
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2023-02-25 19:03:39 +00:00
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#include "lib/light/lighting.glsl"
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#include "lib/view/depth.glsl"
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2016-02-19 00:30:15 +00:00
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void main(void)
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{
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2023-02-25 19:03:39 +00:00
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gl_Position = modelToClip(gl_Vertex);
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2016-02-19 00:30:15 +00:00
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2023-02-25 19:03:39 +00:00
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vec4 viewPos = modelToView(gl_Vertex);
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2016-02-19 00:30:15 +00:00
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gl_ClipVertex = viewPos;
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2020-03-14 12:39:32 +00:00
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euclideanDepth = length(viewPos.xyz);
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2021-07-09 17:05:27 +00:00
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linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
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2020-06-15 08:43:51 +00:00
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2020-05-12 15:21:02 +00:00
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passColor = gl_Color;
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2016-03-22 20:00:31 +00:00
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passNormal = gl_Normal.xyz;
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2016-02-20 18:54:47 +00:00
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passViewPos = viewPos.xyz;
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2023-12-10 18:45:15 +00:00
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normalToViewMatrix = gl_NormalMatrix;
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#if @normalMap
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mat3 tbnMatrix = generateTangentSpace(vec4(1.0, 0.0, 0.0, 1.0), passNormal);
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tbnMatrix[0] = normalize(cross(tbnMatrix[2], tbnMatrix[1])); // note, now we need to re-cross to derive tangent again because it wasn't orthonormal
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normalToViewMatrix *= tbnMatrix;
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#endif
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#if !PER_PIXEL_LIGHTING || @shadows_enabled
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2023-12-29 23:43:38 +00:00
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vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
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2023-12-10 18:45:15 +00:00
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#endif
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2016-02-19 00:30:15 +00:00
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2020-12-19 17:17:42 +00:00
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#if !PER_PIXEL_LIGHTING
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2023-12-15 07:23:10 +00:00
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vec3 diffuseLight, ambientLight, specularLight;
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doLighting(viewPos.xyz, viewNormal, gl_FrontMaterial.shininess, diffuseLight, ambientLight, specularLight, shadowDiffuseLighting, shadowSpecularLighting);
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2020-12-19 17:17:42 +00:00
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passLighting = getDiffuseColor().xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz;
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2023-12-15 07:23:10 +00:00
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passSpecular = getSpecularColor().xyz * specularLight;
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2021-04-22 23:49:06 +00:00
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clampLightingResult(passLighting);
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2020-12-19 17:17:42 +00:00
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shadowDiffuseLighting *= getDiffuseColor().xyz;
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2023-12-15 07:23:10 +00:00
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shadowSpecularLighting *= getSpecularColor().xyz;
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2020-12-19 17:17:42 +00:00
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#endif
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2016-02-19 00:30:15 +00:00
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uv = gl_MultiTexCoord0.xy;
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2017-09-20 23:25:48 +00:00
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2020-06-15 08:43:51 +00:00
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#if (@shadows_enabled)
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2019-01-30 22:28:00 +00:00
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setupShadowCoords(viewPos, viewNormal);
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2020-06-15 08:43:51 +00:00
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#endif
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2016-02-19 00:30:15 +00:00
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}
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