From 205e38f5b8bd480bbe880db5d30300faea13a465 Mon Sep 17 00:00:00 2001 From: est31 Date: Fri, 25 Mar 2016 15:57:18 +0100 Subject: [PATCH] Replace CRLF with LF in shader files --- .../shaders/default_shader/opengl_vertex.glsl | 18 +- .../shaders/nodes_shader/opengl_vertex.glsl | 170 +++++------ .../selection_shader/opengl_vertex.glsl | 18 +- .../water_surface_shader/opengl_vertex.glsl | 268 +++++++++--------- .../shaders/wielded_shader/opengl_vertex.glsl | 66 ++--- 5 files changed, 270 insertions(+), 270 deletions(-) diff --git a/client/shaders/default_shader/opengl_vertex.glsl b/client/shaders/default_shader/opengl_vertex.glsl index 0f4609177..d0b16c8b0 100644 --- a/client/shaders/default_shader/opengl_vertex.glsl +++ b/client/shaders/default_shader/opengl_vertex.glsl @@ -1,9 +1,9 @@ -uniform mat4 mWorldViewProj; - -void main(void) -{ - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_Position = mWorldViewProj * gl_Vertex; - - gl_FrontColor = gl_BackColor = gl_Color; -} +uniform mat4 mWorldViewProj; + +void main(void) +{ + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_Position = mWorldViewProj * gl_Vertex; + + gl_FrontColor = gl_BackColor = gl_Color; +} diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 91536ba10..ff271d0e1 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -1,52 +1,52 @@ -uniform mat4 mWorldViewProj; -uniform mat4 mInvWorld; -uniform mat4 mTransWorld; -uniform mat4 mWorld; - -uniform float dayNightRatio; -uniform vec3 eyePosition; -uniform float animationTimer; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 lightVec; -varying vec3 tsEyeVec; -varying vec3 tsLightVec; +uniform mat4 mWorldViewProj; +uniform mat4 mInvWorld; +uniform mat4 mTransWorld; +uniform mat4 mWorld; + +uniform float dayNightRatio; +uniform vec3 eyePosition; +uniform float animationTimer; + +varying vec3 vPosition; +varying vec3 worldPosition; + +varying vec3 eyeVec; +varying vec3 lightVec; +varying vec3 tsEyeVec; +varying vec3 tsLightVec; varying float area_enable_parallax; varying float disp; - -const float e = 2.718281828459; -const float BS = 10.0; - + +const float e = 2.718281828459; +const float BS = 10.0; + float smoothCurve(float x) { return x * x * (3.0 - 2.0 * x); -} +} float triangleWave(float x) { return abs(fract(x + 0.5) * 2.0 - 1.0); -} +} float smoothTriangleWave(float x) { return smoothCurve(triangleWave(x)) * 2.0 - 1.0; -} - +} -void main(void) -{ - gl_TexCoord[0] = gl_MultiTexCoord0; - //TODO: make offset depending on view angle and parallax uv displacement - //thats for textures that doesnt align vertically, like dirt with grass + +void main(void) +{ + gl_TexCoord[0] = gl_MultiTexCoord0; + //TODO: make offset depending on view angle and parallax uv displacement + //thats for textures that doesnt align vertically, like dirt with grass //gl_TexCoord[0].y += 0.008; - - //Allow parallax/relief mapping only for certain kind of nodes + + //Allow parallax/relief mapping only for certain kind of nodes //Variable is also used to control area of the effect #if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) area_enable_parallax = 1.0; @@ -65,30 +65,30 @@ void main(void) #if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER - vec4 pos = gl_Vertex; - pos.y -= 2.0; - float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); - pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; - gl_Position = mWorldViewProj * pos; -#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES - vec4 pos = gl_Vertex; + vec4 pos = gl_Vertex; + pos.y -= 2.0; + float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); + pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; + gl_Position = mWorldViewProj * pos; +#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES + vec4 pos = gl_Vertex; pos.x += disp * 0.1; pos.y += disp * 0.1; pos.z += disp; - gl_Position = mWorldViewProj * pos; -#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS - vec4 pos = gl_Vertex; - if (gl_TexCoord[0].y < 0.05) { + gl_Position = mWorldViewProj * pos; +#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS + vec4 pos = gl_Vertex; + if (gl_TexCoord[0].y < 0.05) { pos.z += disp; - } - gl_Position = mWorldViewProj * pos; -#else - gl_Position = mWorldViewProj * gl_Vertex; -#endif - + } + gl_Position = mWorldViewProj * pos; +#else + gl_Position = mWorldViewProj * gl_Vertex; +#endif - vPosition = gl_Position.xyz; - worldPosition = (mWorld * gl_Vertex).xyz; + + vPosition = gl_Position.xyz; + worldPosition = (mWorld * gl_Vertex).xyz; // Don't generate heightmaps when too far from the eye float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition); @@ -96,16 +96,16 @@ void main(void) area_enable_parallax = 0.0; } - vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); - - vec3 normal, tangent, binormal; - normal = normalize(gl_NormalMatrix * gl_Normal); + vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); + + vec3 normal, tangent, binormal; + normal = normalize(gl_NormalMatrix * gl_Normal); tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz); binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz); vec3 v; - - lightVec = sunPosition - worldPosition; + + lightVec = sunPosition - worldPosition; v.x = dot(lightVec, tangent); v.y = dot(lightVec, binormal); v.z = dot(lightVec, normal); @@ -116,32 +116,32 @@ void main(void) v.y = dot(eyeVec, binormal); v.z = dot(eyeVec, normal); tsEyeVec = normalize (v); - - vec4 color; - float day = gl_Color.r; - float night = gl_Color.g; - float light_source = gl_Color.b; - - float rg = mix(night, day, dayNightRatio); - rg += light_source * 2.5; // Make light sources brighter - float b = rg; - - // Moonlight is blue - b += (day - night) / 13.0; - rg -= (day - night) / 23.0; - - // Emphase blue a bit in darker places - // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025); - - // Artificial light is yellow-ish - // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); - - color.r = rg; - color.g = rg; - color.b = b; - - color.a = gl_Color.a; - gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0); -} + + vec4 color; + float day = gl_Color.r; + float night = gl_Color.g; + float light_source = gl_Color.b; + + float rg = mix(night, day, dayNightRatio); + rg += light_source * 2.5; // Make light sources brighter + float b = rg; + + // Moonlight is blue + b += (day - night) / 13.0; + rg -= (day - night) / 23.0; + + // Emphase blue a bit in darker places + // See C++ implementation in mapblock_mesh.cpp finalColorBlend() + b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025); + + // Artificial light is yellow-ish + // See C++ implementation in mapblock_mesh.cpp finalColorBlend() + rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); + + color.r = rg; + color.g = rg; + color.b = b; + + color.a = gl_Color.a; + gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0); +} diff --git a/client/shaders/selection_shader/opengl_vertex.glsl b/client/shaders/selection_shader/opengl_vertex.glsl index 0f4609177..d0b16c8b0 100644 --- a/client/shaders/selection_shader/opengl_vertex.glsl +++ b/client/shaders/selection_shader/opengl_vertex.glsl @@ -1,9 +1,9 @@ -uniform mat4 mWorldViewProj; - -void main(void) -{ - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_Position = mWorldViewProj * gl_Vertex; - - gl_FrontColor = gl_BackColor = gl_Color; -} +uniform mat4 mWorldViewProj; + +void main(void) +{ + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_Position = mWorldViewProj * gl_Vertex; + + gl_FrontColor = gl_BackColor = gl_Color; +} diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl index 7ae517d8a..9b461f4c1 100644 --- a/client/shaders/water_surface_shader/opengl_vertex.glsl +++ b/client/shaders/water_surface_shader/opengl_vertex.glsl @@ -1,144 +1,144 @@ -uniform mat4 mWorldViewProj; -uniform mat4 mInvWorld; -uniform mat4 mTransWorld; -uniform mat4 mWorld; - -uniform float dayNightRatio; -uniform vec3 eyePosition; -uniform float animationTimer; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 lightVec; -varying vec3 tsEyeVec; -varying vec3 tsLightVec; - -const float e = 2.718281828459; -const float BS = 10.0; - +uniform mat4 mWorldViewProj; +uniform mat4 mInvWorld; +uniform mat4 mTransWorld; +uniform mat4 mWorld; + +uniform float dayNightRatio; +uniform vec3 eyePosition; +uniform float animationTimer; + +varying vec3 vPosition; +varying vec3 worldPosition; + +varying vec3 eyeVec; +varying vec3 lightVec; +varying vec3 tsEyeVec; +varying vec3 tsLightVec; + +const float e = 2.718281828459; +const float BS = 10.0; + float smoothCurve(float x) { return x * x * (3.0 - 2.0 * x); -} +} float triangleWave(float x) { return abs(fract( x + 0.5 ) * 2.0 - 1.0); -} +} float smoothTriangleWave(float x) { return smoothCurve(triangleWave( x )) * 2.0 - 1.0; -} - -void main(void) -{ - gl_TexCoord[0] = gl_MultiTexCoord0; +} -#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER - vec4 pos = gl_Vertex; - pos.y -= 2.0; - - float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); - - pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; - gl_Position = mWorldViewProj * pos; -#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES - vec4 pos = gl_Vertex; - vec4 pos2 = mWorld * gl_Vertex; - /* - * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) - * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) - * And bufferize calcul to a float - */ - float pos2XpZ = pos2.x + pos2.z; - pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4; - pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2; - pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4; - gl_Position = mWorldViewProj * pos; -#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS - vec4 pos = gl_Vertex; - vec4 pos2 = mWorld * gl_Vertex; - if (gl_TexCoord[0].y < 0.05) { - /* - * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) - * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) - * And bufferize calcul to a float - */ - float pos2XpZ = pos2.x + pos2.z; - pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8; - pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4; - } - gl_Position = mWorldViewProj * pos; -#else - gl_Position = mWorldViewProj * gl_Vertex; -#endif - - vPosition = gl_Position.xyz; - worldPosition = (mWorld * gl_Vertex).xyz; - vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); - - vec3 normal, tangent, binormal; - normal = normalize(gl_NormalMatrix * gl_Normal); - if (gl_Normal.x > 0.5) { - // 1.0, 0.0, 0.0 - tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); - } else if (gl_Normal.x < -0.5) { - // -1.0, 0.0, 0.0 - tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); - } else if (gl_Normal.y > 0.5) { - // 0.0, 1.0, 0.0 - tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); - } else if (gl_Normal.y < -0.5) { - // 0.0, -1.0, 0.0 - tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); - } else if (gl_Normal.z > 0.5) { - // 0.0, 0.0, 1.0 - tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); - } else if (gl_Normal.z < -0.5) { - // 0.0, 0.0, -1.0 - tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); - } - mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x, - tangent.y, binormal.y, normal.y, - tangent.z, binormal.z, normal.z); - - lightVec = sunPosition - worldPosition; - tsLightVec = lightVec * tbnMatrix; - eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; - tsEyeVec = eyeVec * tbnMatrix; - - vec4 color; - float day = gl_Color.r; - float night = gl_Color.g; - float light_source = gl_Color.b; - - float rg = mix(night, day, dayNightRatio); - rg += light_source * 2.5; // Make light sources brighter - float b = rg; - - // Moonlight is blue - b += (day - night) / 13.0; - rg -= (day - night) / 23.0; - - // Emphase blue a bit in darker places - // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025); - - // Artificial light is yellow-ish - // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); - - color.r = rg; - color.g = rg; - color.b = b; - - color.a = gl_Color.a; - gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0); -} +void main(void) +{ + gl_TexCoord[0] = gl_MultiTexCoord0; + +#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER + vec4 pos = gl_Vertex; + pos.y -= 2.0; + + float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); + + pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; + gl_Position = mWorldViewProj * pos; +#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES + vec4 pos = gl_Vertex; + vec4 pos2 = mWorld * gl_Vertex; + /* + * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) + * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) + * And bufferize calcul to a float + */ + float pos2XpZ = pos2.x + pos2.z; + pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4; + pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2; + pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4; + gl_Position = mWorldViewProj * pos; +#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS + vec4 pos = gl_Vertex; + vec4 pos2 = mWorld * gl_Vertex; + if (gl_TexCoord[0].y < 0.05) { + /* + * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) + * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) + * And bufferize calcul to a float + */ + float pos2XpZ = pos2.x + pos2.z; + pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8; + pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4; + } + gl_Position = mWorldViewProj * pos; +#else + gl_Position = mWorldViewProj * gl_Vertex; +#endif + + vPosition = gl_Position.xyz; + worldPosition = (mWorld * gl_Vertex).xyz; + vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); + + vec3 normal, tangent, binormal; + normal = normalize(gl_NormalMatrix * gl_Normal); + if (gl_Normal.x > 0.5) { + // 1.0, 0.0, 0.0 + tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0)); + binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); + } else if (gl_Normal.x < -0.5) { + // -1.0, 0.0, 0.0 + tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); + binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); + } else if (gl_Normal.y > 0.5) { + // 0.0, 1.0, 0.0 + tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); + binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); + } else if (gl_Normal.y < -0.5) { + // 0.0, -1.0, 0.0 + tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); + binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); + } else if (gl_Normal.z > 0.5) { + // 0.0, 0.0, 1.0 + tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); + binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); + } else if (gl_Normal.z < -0.5) { + // 0.0, 0.0, -1.0 + tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0)); + binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); + } + mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x, + tangent.y, binormal.y, normal.y, + tangent.z, binormal.z, normal.z); + + lightVec = sunPosition - worldPosition; + tsLightVec = lightVec * tbnMatrix; + eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; + tsEyeVec = eyeVec * tbnMatrix; + + vec4 color; + float day = gl_Color.r; + float night = gl_Color.g; + float light_source = gl_Color.b; + + float rg = mix(night, day, dayNightRatio); + rg += light_source * 2.5; // Make light sources brighter + float b = rg; + + // Moonlight is blue + b += (day - night) / 13.0; + rg -= (day - night) / 23.0; + + // Emphase blue a bit in darker places + // See C++ implementation in mapblock_mesh.cpp finalColorBlend() + b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025); + + // Artificial light is yellow-ish + // See C++ implementation in mapblock_mesh.cpp finalColorBlend() + rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); + + color.r = rg; + color.g = rg; + color.b = b; + + color.a = gl_Color.a; + gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0); +} diff --git a/client/shaders/wielded_shader/opengl_vertex.glsl b/client/shaders/wielded_shader/opengl_vertex.glsl index a2ab9fa5f..c33b0a7d3 100644 --- a/client/shaders/wielded_shader/opengl_vertex.glsl +++ b/client/shaders/wielded_shader/opengl_vertex.glsl @@ -1,35 +1,35 @@ -uniform mat4 mWorldViewProj; -uniform mat4 mInvWorld; -uniform mat4 mTransWorld; -uniform mat4 mWorld; - -uniform float dayNightRatio; -uniform vec3 eyePosition; -uniform float animationTimer; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 lightVec; -varying vec3 tsEyeVec; -varying vec3 tsLightVec; - -const float e = 2.718281828459; -const float BS = 10.0; - -void main(void) -{ - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_Position = mWorldViewProj * gl_Vertex; - - vPosition = gl_Position.xyz; - worldPosition = (mWorld * gl_Vertex).xyz; +uniform mat4 mWorldViewProj; +uniform mat4 mInvWorld; +uniform mat4 mTransWorld; +uniform mat4 mWorld; - vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); - - lightVec = sunPosition - worldPosition; +uniform float dayNightRatio; +uniform vec3 eyePosition; +uniform float animationTimer; + +varying vec3 vPosition; +varying vec3 worldPosition; + +varying vec3 eyeVec; +varying vec3 lightVec; +varying vec3 tsEyeVec; +varying vec3 tsLightVec; + +const float e = 2.718281828459; +const float BS = 10.0; + +void main(void) +{ + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_Position = mWorldViewProj * gl_Vertex; + + vPosition = gl_Position.xyz; + 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; - - gl_FrontColor = gl_BackColor = gl_Color; -} + + gl_FrontColor = gl_BackColor = gl_Color; +}