ege/samples/resources/mapFactory/data/basicPalette.vert

60 lines
1.7 KiB
GLSL

#version 400 core
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
struct Light {
vec3 color;
vec3 position;
vec3 attenuation;
};
const int MAX_LIGHT_NUMBER = 8;
// Input:
layout (location = 0) in vec3 in_position;
layout (location = 1) in vec2 in_textureCoords;
layout (location = 2) in vec3 in_normal;
// 2 light for suns and other for locals ...
uniform Light in_lights[MAX_LIGHT_NUMBER];
uniform mat4 in_matrixTransformation;
uniform mat4 in_matrixProjection;
uniform mat4 in_matrixView;
//uniform float in_numberOfRows;
//uniform vec2 in_offset;
const float in_numberOfRows = 1;
const vec2 in_offset = vec2(0.0,0.0);
// Configuration of the FOV ==> TODO: Set it in parameter uniform ...
const float c_density = 0.007;
const float c_gradient = 1.5;
// output:
out vec2 io_textureCoords;
out vec3 io_surfaceNormal;
out vec3 io_toCameraVector;
out vec3 io_toLightVector[MAX_LIGHT_NUMBER];
// FOW: Fog Of War result calculation
out float io_fowVisibility;
void main(void) {
vec4 worldPosition = in_matrixTransformation * vec4(in_position, 1.0);
vec4 positionRelativeToCam = in_matrixView * worldPosition;
gl_Position = in_matrixProjection * positionRelativeToCam;
io_textureCoords = (in_textureCoords/in_numberOfRows) + in_offset;
io_surfaceNormal = (in_matrixTransformation * vec4(in_normal, 0.0)).xyz;
for(int iii=0;iii<MAX_LIGHT_NUMBER;iii++) {
io_toLightVector[iii] = in_lights[iii].position - worldPosition.xyz;
}
io_toCameraVector = (inverse(in_matrixView) * vec4(0.0,0.0,0.0,1.0)).xyz - worldPosition.xyz;
float distance = length(positionRelativeToCam.xyz);
io_fowVisibility = exp(-pow((distance*c_density),c_gradient));
io_fowVisibility = clamp(io_fowVisibility, 0.0, 1.0);
}