// // Simple passthrough vertex shader // attribute vec3 in_Position; // (x,y,z) //attribute vec3 in_Normal; // (x,y,z) unused in this shader. attribute vec4 in_Colour; // (r,g,b,a) attribute vec2 in_TextureCoord; // (u,v) varying vec2 v_vTexcoord; varying vec4 v_vColour; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_vColour = in_Colour; v_vTexcoord = in_TextureCoord; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ #define TAU 6.28318530718 varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform sampler2D normalMap; uniform sampler2D heightMap; uniform int useHeightMap; uniform float normalHeight; uniform vec4 ambiance; uniform int lightType; uniform vec4 lightPosition; uniform vec4 lightPosition2; uniform float lightIntensity; uniform vec4 lightColor; uniform vec4 lightColor2; uniform float spotRadius; vec3 closestPointOnLine(vec3 P, vec3 A, vec3 B, out float t) { vec3 AP = P - A; vec3 AB = B - A; t = dot(AP, AB) / dot(AB, AB); t = clamp(t, 0.0, 1.0); return A + t * AB; } void main() { float aspect = dimension.x / dimension.y; vec3 normal = texture2D( normalMap, v_vTexcoord ).rgb * -2.0 + 1.0; normal = normalize(normal); vec3 hsamp = texture2D( heightMap, v_vTexcoord ).rgb; float h = useHeightMap == 1? (hsamp.r + hsamp.g + hsamp.b) / 3. * normalHeight : 0.; vec3 lightPos = vec3(lightPosition.x / dimension.x, lightPosition.y / dimension.y, lightPosition.z); float attenuation = lightIntensity; float range = lightPosition.a / max(dimension.x, dimension.y); vec3 curr = vec3(v_vTexcoord.x, v_vTexcoord.y, h); vec3 lightDir; vec3 diffuse; vec4 lightClr = lightColor; if(lightType == 0) { vec3 lig = lightPos - curr; lightDir = normalize(lig); attenuation *= 1. - length(lig) / range; } else if(lightType == 1) { lightDir = normalize(lightPos - vec3(0.5, 0.5, 0.)); } else if(lightType == 2) { float t = 0.; vec3 lightPos2 = vec3(lightPosition2.x / dimension.x, lightPosition2.y / dimension.y, lightPosition2.z); vec3 lightPosC = closestPointOnLine(curr, lightPos, lightPos2, t); vec3 lig = lightPosC - curr; lightDir = normalize(lig); attenuation *= 1. - length(lig) / range; lightClr = mix(lightColor, lightColor2, t); } else if(lightType == 3) { vec3 lightPos2 = vec3(lightPosition2.x / dimension.x, lightPosition2.y / dimension.y, lightPosition2.z); vec3 spotDir = normalize(lightPos - lightPos2); vec3 lig = lightPos - curr; lightDir = normalize(lig); attenuation *= 1. - acos(dot(spotDir, lightDir)) / range; } float d = max(dot(normal, lightDir), 0.0); diffuse = d * lightClr.rgb * lightClr.a * attenuation; gl_FragColor = vec4(diffuse, 1.); }