Last change
on this file since 12092 was
12091,
checked in by wiesep, 6 years ago
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Updated programs and adjusted Material to work with GLSL>150
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File size:
1009 bytes
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Line | |
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1 | #version 150 |
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2 | |
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3 | in vec4 position; |
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4 | in vec3 normal; |
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5 | in vec4 uv0; |
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6 | in float uv1; |
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7 | |
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8 | out vec4 oColor_0; |
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9 | #if SHADOW_CASTER |
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10 | #else |
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11 | out vec2 oTexcoord2_0; |
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12 | #endif |
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13 | |
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14 | uniform mat4x3 worldMatrix3x4Array[80]; |
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15 | uniform mat4 viewProjectionMatrix; |
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16 | uniform vec4 lightPos; |
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17 | uniform vec4 ambient; |
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18 | uniform vec4 lightDiffuseColour; |
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19 | |
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20 | void main() |
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21 | { |
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22 | #if SHADOW_CASTER |
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23 | // transform by indexed matrix |
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24 | vec4 transformedPos = vec4((worldMatrix3x4Array[int(uv1)] * position).xyz, 1.0); |
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25 | |
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26 | // view / projection |
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27 | gl_Position = viewProjectionMatrix * transformedPos; |
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28 | |
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29 | oColor_0 = ambient; |
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30 | #else |
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31 | // transform by indexed matrix |
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32 | vec4 transformedPos = vec4((worldMatrix3x4Array[int(uv1)] * position).xyz, 1.0); |
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33 | |
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34 | // view / projection |
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35 | gl_Position = viewProjectionMatrix * transformedPos; |
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36 | oTexcoord2_0 = uv0.xy; |
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37 | |
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38 | vec3 norm = mat3(worldMatrix3x4Array[int(uv1)]) * normal; |
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39 | |
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40 | vec3 lightDir = normalize( |
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41 | lightPos.xyz - (transformedPos.xyz * lightPos.w)); |
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42 | |
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43 | oColor_0 = ambient + clamp(dot(lightDir, norm), 0.0, 1.0) * lightDiffuseColour; |
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44 | #endif |
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45 | } |
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46 | |
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