blob: a3a1cc24ee38d3f4821a9dc82b1535af9387ea99 [file] [log] [blame]
uniform mat4 g_WorldViewProjectionMatrix;
uniform mat4 g_WorldViewMatrix;
uniform mat3 g_NormalMatrix;
uniform mat4 g_ViewMatrix;
uniform vec4 g_LightColor;
uniform vec4 g_LightPosition;
uniform vec4 g_AmbientLightColor;
uniform float m_Shininess;
attribute vec3 inPosition;
attribute vec3 inNormal;
attribute vec2 inTexCoord;
attribute vec4 inTangent;
varying vec3 vNormal;
varying vec2 texCoord;
varying vec3 vPosition;
varying vec3 vnPosition;
varying vec3 vViewDir;
varying vec3 vnViewDir;
varying vec4 vLightDir;
varying vec4 vnLightDir;
varying vec3 lightVec;
varying vec4 AmbientSum;
varying vec4 DiffuseSum;
varying vec4 SpecularSum;
#ifdef TRI_PLANAR_MAPPING
varying vec4 wVertex;
varying vec3 wNormal;
#endif
// JME3 lights in world space
void lightComputeDir(in vec3 worldPos, in vec4 color, in vec4 position, out vec4 lightDir){
float posLight = step(0.5, color.w);
vec3 tempVec = position.xyz * sign(posLight - 0.5) - (worldPos * posLight);
lightVec.xyz = tempVec;
float dist = length(tempVec);
lightDir.w = clamp(1.0 - position.w * dist * posLight, 0.0, 1.0);
lightDir.xyz = tempVec / vec3(dist);
}
void main(){
vec4 pos = vec4(inPosition, 1.0);
gl_Position = g_WorldViewProjectionMatrix * pos;
#ifdef TERRAIN_GRID
texCoord = inTexCoord * 2.0;
#else
texCoord = inTexCoord;
#endif
vec3 wvPosition = (g_WorldViewMatrix * pos).xyz;
vec3 wvNormal = normalize(g_NormalMatrix * inNormal);
vec3 viewDir = normalize(-wvPosition);
vec4 wvLightPos = (g_ViewMatrix * vec4(g_LightPosition.xyz,clamp(g_LightColor.w,0.0,1.0)));
wvLightPos.w = g_LightPosition.w;
vec4 lightColor = g_LightColor;
//--------------------------
// specific to normal maps:
//--------------------------
#if defined(NORMALMAP) || defined(NORMALMAP_1) || defined(NORMALMAP_2) || defined(NORMALMAP_3) || defined(NORMALMAP_4) || defined(NORMALMAP_5) || defined(NORMALMAP_6) || defined(NORMALMAP_7) || defined(NORMALMAP_8) || defined(NORMALMAP_9) || defined(NORMALMAP_10) || defined(NORMALMAP_11)
vec3 wvTangent = normalize(g_NormalMatrix * inTangent.xyz);
vec3 wvBinormal = cross(wvNormal, wvTangent);
mat3 tbnMat = mat3(wvTangent, wvBinormal * -inTangent.w,wvNormal);
vPosition = wvPosition * tbnMat;
vViewDir = viewDir * tbnMat;
lightComputeDir(wvPosition, lightColor, wvLightPos, vLightDir);
vLightDir.xyz = (vLightDir.xyz * tbnMat).xyz;
#else
//-------------------------
// general to all lighting
//-------------------------
vNormal = wvNormal;
vPosition = wvPosition;
vViewDir = viewDir;
lightComputeDir(wvPosition, lightColor, wvLightPos, vLightDir);
#endif
//computing spot direction in view space and unpacking spotlight cos
// spotVec=(g_ViewMatrix *vec4(g_LightDirection.xyz,0.0) );
// spotVec.w=floor(g_LightDirection.w)*0.001;
// lightVec.w = fract(g_LightDirection.w);
AmbientSum = vec4(0.2, 0.2, 0.2, 1.0) * g_AmbientLightColor; // Default: ambient color is dark gray
DiffuseSum = lightColor;
SpecularSum = lightColor;
#ifdef TRI_PLANAR_MAPPING
wVertex = vec4(inPosition,0.0);
wNormal = inNormal;
#endif
}