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; pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT + sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 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; pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4; pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2; pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -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) { pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8; pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -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; gl_FrontColor = gl_BackColor = gl_Color; }