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binaries/data/mods/public/shaders/glsl/model_common.vs
#version 120 | #version 120 | ||||
#include "common/shadows_vertex.h" | |||||
uniform mat4 transform; | uniform mat4 transform; | ||||
uniform vec3 cameraPos; | uniform vec3 cameraPos; | ||||
#ifdef GL_ES | #ifdef GL_ES | ||||
uniform mediump vec3 sunDir; | uniform mediump vec3 sunDir; | ||||
uniform mediump vec3 sunColor; | uniform mediump vec3 sunColor; | ||||
#else | #else | ||||
uniform vec3 sunDir; | uniform vec3 sunDir; | ||||
uniform vec3 sunColor; | uniform vec3 sunColor; | ||||
#endif | #endif | ||||
uniform vec2 losTransform; | uniform vec2 losTransform; | ||||
uniform mat4 shadowTransform; | |||||
uniform mat4 instancingTransform; | uniform mat4 instancingTransform; | ||||
#if USE_SHADOW_SAMPLER && USE_SHADOW_PCF | |||||
uniform vec4 shadowScale; | |||||
#endif | |||||
#if USE_WIND | #if USE_WIND | ||||
uniform vec4 sim_time; | uniform vec4 sim_time; | ||||
uniform vec4 windData; | uniform vec4 windData; | ||||
#endif | #endif | ||||
varying vec4 v_lighting; | varying vec4 v_lighting; | ||||
varying vec2 v_tex; | varying vec2 v_tex; | ||||
varying vec2 v_los; | varying vec2 v_los; | ||||
#if USE_SHADOW | |||||
varying vec4 v_shadow; | |||||
#endif | |||||
#if (USE_INSTANCING || USE_GPU_SKINNING) && USE_AO | #if (USE_INSTANCING || USE_GPU_SKINNING) && USE_AO | ||||
varying vec2 v_tex2; | varying vec2 v_tex2; | ||||
#endif | #endif | ||||
#if USE_SPECULAR || USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_PARALLAX | #if USE_SPECULAR || USE_NORMAL_MAP || USE_SPECULAR_MAP || USE_PARALLAX | ||||
varying vec4 v_normal; | varying vec4 v_normal; | ||||
#if (USE_INSTANCING || USE_GPU_SKINNING) && (USE_NORMAL_MAP || USE_PARALLAX) | #if (USE_INSTANCING || USE_GPU_SKINNING) && (USE_NORMAL_MAP || USE_PARALLAX) | ||||
varying vec4 v_tangent; | varying vec4 v_tangent; | ||||
▲ Show 20 Lines • Show All 127 Lines • ▼ Show 20 Lines | void main() | ||||
v_lighting.xyz = max(0.0, dot(normal, -sunDir)) * sunColor; | v_lighting.xyz = max(0.0, dot(normal, -sunDir)) * sunColor; | ||||
v_tex = a_uv0; | v_tex = a_uv0; | ||||
#if (USE_INSTANCING || USE_GPU_SKINNING) && USE_AO | #if (USE_INSTANCING || USE_GPU_SKINNING) && USE_AO | ||||
v_tex2 = a_uv1; | v_tex2 = a_uv1; | ||||
#endif | #endif | ||||
#if USE_SHADOW | calculatePositionInShadowSpace(position); | ||||
Stan: Same | |||||
v_shadow = shadowTransform * position; | |||||
#if USE_SHADOW_SAMPLER && USE_SHADOW_PCF | |||||
v_shadow.xy *= shadowScale.xy; | |||||
#endif | |||||
#endif | |||||
v_los = position.xz * losTransform.x + losTransform.y; | v_los = position.xz * losTransform.x + losTransform.y; | ||||
} | } |
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