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Last change
on this file since 12096 was
12091,
checked in by wiesep, 7 years ago
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Updated programs and adjusted Material to work with GLSL>150
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File size:
963 bytes
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| 1 | #version 150 |
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| 2 | |
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| 3 | ////////////////////////////// MOVING GRASS |
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| 4 | // Vertex program to wave some grass about |
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| 5 | // Assumes UV texture coords of v==0 indicates the top of the grass |
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| 6 | uniform mat4 worldViewProj; |
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| 7 | uniform vec4 camObjPos; |
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| 8 | uniform vec4 ambient; |
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| 9 | uniform vec4 objSpaceLight; |
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| 10 | uniform vec4 lightColour; |
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| 11 | uniform vec4 offset; |
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| 12 | |
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| 13 | in vec4 position; |
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| 14 | in vec4 normal; |
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| 15 | in vec4 uv0; |
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| 16 | |
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| 17 | out vec4 oUv0; |
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| 18 | out vec4 oColour; |
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| 19 | |
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| 20 | void main() |
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| 21 | { |
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| 22 | vec4 mypos = position; |
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| 23 | vec4 factor = vec4(1.0, 1.0, 1.0, 1.0) - uv0.yyyy; |
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| 24 | mypos = mypos + offset * factor; |
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| 25 | gl_Position = worldViewProj * mypos; |
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| 26 | |
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| 27 | oUv0 = uv0; |
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| 28 | // Color |
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| 29 | // get vertex light direction (support directional and point) |
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| 30 | vec3 light = normalize(objSpaceLight.xyz - (mypos.xyz * objSpaceLight.w).xyz); |
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| 31 | // grass is just 2D quads, so if light passes underneath we need to invert the normal |
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| 32 | // abs() will have the same effect |
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| 33 | float diffuseFactor = abs(dot(normal.xyz, light)); |
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| 34 | oColour = ambient + diffuseFactor * lightColour; |
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| 35 | } |
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