Added support for billboards (rendertechniques support is coming) - Doesn't support lighting well for now Added support for vertex coloring Added AUTO_TEXCOORDS parameter support to PhongLighting UberShader Removed unused flag FLAG_FLIP_UVS More to come ... Former-commit-id: b408c80e8805a8bfebe9fcdf3a3f954116fbfe96
100 lines
2.9 KiB
GLSL
100 lines
2.9 KiB
GLSL
/********************Entrant********************/
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#if FLAG_BILLBOARD
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varying vec3 InstanceData0; // center
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varying vec4 InstanceData1; // size | sin cos
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varying vec4 InstanceData2; // color
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#else
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varying mat4 InstanceData0;
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#endif
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varying vec4 VertexColor;
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varying vec3 VertexPosition;
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varying vec2 VertexTexCoord;
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/********************Sortant********************/
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varying vec2 vTexCoord;
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varying vec4 vColor;
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/********************Uniformes********************/
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uniform float VertexDepth;
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uniform mat4 ViewProjMatrix;
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uniform mat4 WorldViewProjMatrix;
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/********************Fonctions********************/
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void main()
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{
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#if FLAG_VERTEXCOLOR
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vec4 color = VertexColor;
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#else
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vec4 color = vec4(1.0);
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#endif
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vec2 texCoords;
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#if FLAG_BILLBOARD
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#if FLAG_INSTANCING
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vec3 billboardCenter = InstanceData0;
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vec2 billboardSize = InstanceData1.xy;
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vec2 billboardSinCos = InstanceData1.zw;
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vec4 billboardColor = InstanceData2;
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vec2 rotatedPosition;
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rotatedPosition.x = VertexPosition.x*billboardSinCos.y - VertexPosition.y*billboardSinCos.x;
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rotatedPosition.y = VertexPosition.y*billboardSinCos.y + VertexPosition.x*billboardSinCos.x;
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rotatedPosition *= billboardSize;
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vec3 cameraRight = vec3(ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
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vec3 cameraUp = vec3(ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
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vec3 vertexPos = billboardCenter + cameraRight*rotatedPosition.x + cameraUp*rotatedPosition.y;
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gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
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color = billboardColor;
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texCoords = VertexPosition.xy + vec2(0.5, 0.5);
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#else
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vec2 billboardCorner = VertexTexCoord - vec2(0.5, 0.5);
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vec2 billboardSize = VertexUserdata0.xy;
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vec2 billboardSinCos = VertexUserdata0.zw;
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vec2 rotatedPosition;
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rotatedPosition.x = billboardCorner.x*billboardSinCos.y - billboardCorner.y*billboardSinCos.x;
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rotatedPosition.y = billboardCorner.y*billboardSinCos.y + billboardCorner.x*billboardSinCos.x;
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rotatedPosition *= billboardSize;
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vec3 cameraRight = vec3(ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
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vec3 cameraUp = vec3(ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
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vec3 vertexPos = VertexPosition + cameraRight*rotatedPosition.x + cameraUp*rotatedPosition.y;
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gl_Position = ViewProjMatrix * vec4(vertexPos, 1.0);
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texCoords = VertexTexCoord;
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#endif
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#else
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#if FLAG_INSTANCING
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#if TRANSFORM
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gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);
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#else
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#if UNIFORM_VERTEX_DEPTH
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gl_Position = InstanceData0 * vec4(VertexPosition.xy, VertexDepth, 1.0);
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#else
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gl_Position = InstanceData0 * vec4(VertexPosition, 1.0);
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#endif
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#endif
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#else
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#if TRANSFORM
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gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);
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#else
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#if UNIFORM_VERTEX_DEPTH
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gl_Position = vec4(VertexPosition.xy, VertexDepth, 1.0);
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#else
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gl_Position = vec4(VertexPosition, 1.0);
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#endif
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#endif
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#endif
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texCoords = VertexTexCoord;
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#endif
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vColor = color;
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#if TEXTURE_MAPPING
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vTexCoord = vec2(texCoords);
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#endif
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}
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