mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-25 17:43:44 +00:00
107 lines
3.9 KiB
GLSL
107 lines
3.9 KiB
GLSL
//-----------------------------------------------------------------------------
|
|
// Copyright (c) 2012 GarageGames, LLC
|
|
//
|
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
// of this software and associated documentation files (the "Software"), to
|
|
// deal in the Software without restriction, including without limitation the
|
|
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
|
// sell copies of the Software, and to permit persons to whom the Software is
|
|
// furnished to do so, subject to the following conditions:
|
|
//
|
|
// The above copyright notice and this permission notice shall be included in
|
|
// all copies or substantial portions of the Software.
|
|
//
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
|
// IN THE SOFTWARE.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#include "hlslCompat.glsl"
|
|
|
|
in vec4 vPosition;
|
|
in vec3 vNormal;
|
|
in vec3 vBinormal;
|
|
in vec3 vTangent;
|
|
in vec2 vTexCoord0;
|
|
|
|
out vec4 texCoord12;
|
|
#define OUT_texCoord12 texCoord12
|
|
out vec4 texCoord34;
|
|
#define OUT_texCoord34 texCoord34
|
|
out vec3 vLightTS; // light vector in tangent space, denormalized
|
|
#define OUT_vLightTS vLightTS
|
|
out vec3 vViewTS; // view vector in tangent space, denormalized
|
|
#define OUT_vViewTS vViewTS
|
|
out float worldDist;
|
|
#define OUT_worldDist worldDist
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Uniforms
|
|
//-----------------------------------------------------------------------------
|
|
uniform mat4 modelview;
|
|
uniform vec3 eyePosWorld;
|
|
uniform vec3 sunVec;
|
|
uniform vec2 texOffset0;
|
|
uniform vec2 texOffset1;
|
|
uniform vec2 texOffset2;
|
|
uniform vec3 texScale;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Main
|
|
//-----------------------------------------------------------------------------
|
|
void main()
|
|
{
|
|
vec4 IN_pos = vPosition;
|
|
vec3 IN_normal = vNormal;
|
|
vec3 IN_binormal = vBinormal;
|
|
vec3 IN_tangent = vTangent;
|
|
vec2 IN_uv0 = vTexCoord0.st;
|
|
|
|
gl_Position = modelview * IN_pos;
|
|
gl_Position.z = gl_Position.w;
|
|
|
|
// Offset the uv so we don't have a seam directly over our head.
|
|
vec2 uv = IN_uv0 + vec2( 0.5, 0.5 );
|
|
|
|
OUT_texCoord12.xy = uv * texScale.x;
|
|
OUT_texCoord12.xy += texOffset0;
|
|
|
|
OUT_texCoord12.zw = uv * texScale.y;
|
|
OUT_texCoord12.zw += texOffset1;
|
|
|
|
OUT_texCoord34.xy = uv * texScale.z;
|
|
OUT_texCoord34.xy += texOffset2;
|
|
|
|
OUT_texCoord34.z = IN_pos.z;
|
|
OUT_texCoord34.w = 0.0;
|
|
|
|
// Transform the normal, tangent and binormal vectors from object space to
|
|
// homogeneous projection space:
|
|
vec3 vNormalWS = -IN_normal;
|
|
vec3 vTangentWS = -IN_tangent;
|
|
vec3 vBinormalWS = -IN_binormal;
|
|
|
|
// Compute position in world space:
|
|
vec4 vPositionWS = IN_pos + vec4( eyePosWorld, 1 ); //tMul( IN_pos, objTrans );
|
|
|
|
// Compute and output the world view vector (unnormalized):
|
|
vec3 vViewWS = eyePosWorld - vPositionWS.xyz;
|
|
|
|
// Compute denormalized light vector in world space:
|
|
vec3 vLightWS = -sunVec;
|
|
|
|
// Normalize the light and view vectors and transform it to the IN_tangent space:
|
|
mat3 mWorldToTangent = mat3( vTangentWS, vBinormalWS, vNormalWS );
|
|
|
|
// Propagate the view and the light vectors (in tangent space):
|
|
OUT_vLightTS = vLightWS * mWorldToTangent;
|
|
OUT_vViewTS = mWorldToTangent * vViewWS;
|
|
|
|
OUT_worldDist = clamp( pow( max( IN_pos.z, 0 ), 2 ), 0.0, 1.0 );
|
|
|
|
correctSSP(gl_Position);
|
|
}
|