mirror of
				https://github.com/luanti-org/luanti.git
				synced 2025-10-31 15:35:21 +01:00 
			
		
		
		
	
		
			
				
	
	
		
			50 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			50 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform mat4 mWorldViewProj;
 | |
| uniform mat4 mWorld;
 | |
| 
 | |
| uniform vec3 eyePosition;
 | |
| uniform float animationTimer;
 | |
| 
 | |
| varying vec3 vNormal;
 | |
| varying vec3 vPosition;
 | |
| varying vec3 worldPosition;
 | |
| 
 | |
| varying vec3 eyeVec;
 | |
| varying vec3 lightVec;
 | |
| varying float vIDiff;
 | |
| 
 | |
| const float e = 2.718281828459;
 | |
| const float BS = 10.0;
 | |
| 
 | |
| float directional_ambient(vec3 normal)
 | |
| {
 | |
| 	vec3 v = normal * normal;
 | |
| 
 | |
| 	if (normal.y < 0)
 | |
| 		return dot(v, vec3(0.670820f, 0.447213f, 0.836660f));
 | |
| 
 | |
| 	return dot(v, vec3(0.670820f, 1.000000f, 0.836660f));
 | |
| }
 | |
| 
 | |
| void main(void)
 | |
| {
 | |
| 	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
 | |
| 	gl_Position = mWorldViewProj * gl_Vertex;
 | |
| 
 | |
| 	vPosition = gl_Position.xyz;
 | |
| 	vNormal = gl_Normal;
 | |
| 	worldPosition = (mWorld * gl_Vertex).xyz;
 | |
| 
 | |
| 	vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
 | |
| 
 | |
| 	lightVec = sunPosition - worldPosition;
 | |
| 	eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
 | |
| 
 | |
| 	// This is intentional comparison with zero without any margin.
 | |
| 	// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
 | |
| 	vIDiff = length(gl_Normal) == 0.0
 | |
| 		? 1.0
 | |
| 		: directional_ambient(normalize(gl_Normal));
 | |
| 
 | |
| 	gl_FrontColor = gl_BackColor = gl_Color;
 | |
| }
 |