57 lines
1.8 KiB
GLSL
57 lines
1.8 KiB
GLSL
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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// VERTEX SHADER - TERRAIN RENDERER
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uniform mat4 uni_ProjectionMatrix;
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uniform mat4 uni_ViewMatrix;
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uniform mat4 uni_ModelMatrix;
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uniform mat3 uni_NormalMatrix;
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layout(location = 0) in vec4 in_VertexCoord;
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layout(location = 1) in vec3 in_Normal;
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layout(location = 2) in vec4 in_Color;
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layout(location = 3) in vec2 in_TexCoord0;
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layout(location = 4) in vec2 in_TexCoord1;
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out VertexData
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{
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vec4 Color;
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vec2 TexCoord0;
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vec2 TexCoord1;
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vec3 Normal;
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vec3 Position;
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vec3 ShadowCoords[4];
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} data;
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void main()
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{
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vec4 position = uni_ModelMatrix * in_VertexCoord;
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vec4 eyeSpace = uni_ViewMatrix * position;
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gl_Position = uni_ProjectionMatrix * eyeSpace;
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data.Color = in_Color;
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data.TexCoord0 = in_TexCoord0;
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data.TexCoord1 = in_TexCoord1;
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data.Normal = normalize(mat3(uni_NormalMatrix) * in_Normal);
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//data.Distance = abs(eyeSpace.z);
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data.Position = position.xyz;
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data.ShadowCoords = ProjectShadows(position.xyz);
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}
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