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Last change
on this file since 12091 was
12091,
checked in by wiesep, 7 years ago
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Updated programs and adjusted Material to work with GLSL>150
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File size:
1.2 KB
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| 1 | #version 150 |
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| 2 | |
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| 3 | uniform vec4 lightPosition; // object space |
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| 4 | uniform vec3 eyePosition; // object space |
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| 5 | uniform mat4 worldViewProjMatrix; |
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| 6 | uniform mat4 texWorldViewProjMatrix0; |
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| 7 | uniform mat4 texWorldViewProjMatrix1; |
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| 8 | uniform mat4 texWorldViewProjMatrix2; |
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| 9 | |
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| 10 | out vec4 oUv0; |
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| 11 | out vec3 oLightDir; |
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| 12 | out vec3 oHalfAngle; |
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| 13 | out vec4 oLightPosition0; |
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| 14 | out vec4 oLightPosition1; |
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| 15 | out vec4 oLightPosition2; |
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| 16 | out vec3 oNormal; |
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| 17 | |
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| 18 | in vec4 position; |
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| 19 | in vec3 normal; |
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| 20 | in vec4 uv0; |
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| 21 | |
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| 22 | void main() |
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| 23 | { |
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| 24 | // Calculate output position |
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| 25 | gl_Position = worldViewProjMatrix * position; |
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| 26 | |
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| 27 | // Pass the main uvs straight through unchanged |
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| 28 | oUv0.xy = uv0.xy; |
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| 29 | oUv0.z = gl_Position.z; |
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| 30 | |
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| 31 | // Calculate tangent space light vector |
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| 32 | // Get object space light direction |
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| 33 | oLightDir = normalize(lightPosition.xyz - (position * lightPosition.w).xyz); |
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| 34 | |
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| 35 | // Calculate half-angle in tangent space |
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| 36 | vec3 eyeDir = normalize(eyePosition - position.xyz); |
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| 37 | oHalfAngle = normalize(eyeDir + oLightDir); |
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| 38 | |
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| 39 | // Calculate the position of vertex in light space |
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| 40 | oLightPosition0 = texWorldViewProjMatrix0 * position; |
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| 41 | oLightPosition1 = texWorldViewProjMatrix1 * position; |
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| 42 | oLightPosition2 = texWorldViewProjMatrix2 * position; |
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| 43 | |
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| 44 | oNormal = normal; |
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| 45 | } |
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