2020-08-18 08:58:15 +00:00
|
|
|
uniform vec3 u_viewVec;
|
|
|
|
uniform vec4 u_rampStart;
|
|
|
|
uniform vec4 u_rampEnd;
|
|
|
|
uniform vec3 u_rimData;
|
|
|
|
|
2020-11-18 09:27:55 +00:00
|
|
|
VSIN(ATTRIB_POS) vec3 in_pos;
|
|
|
|
|
|
|
|
VSOUT vec4 v_color;
|
|
|
|
VSOUT vec2 v_tex0;
|
|
|
|
VSOUT float v_fog;
|
2020-08-18 08:58:15 +00:00
|
|
|
|
|
|
|
void
|
|
|
|
main(void)
|
|
|
|
{
|
|
|
|
vec4 Vertex = u_world * vec4(in_pos, 1.0);
|
|
|
|
gl_Position = u_proj * u_view * Vertex;
|
|
|
|
vec3 Normal = mat3(u_world) * in_normal;
|
|
|
|
|
|
|
|
v_tex0 = in_tex0;
|
|
|
|
|
|
|
|
v_color = in_color;
|
|
|
|
v_color.rgb += u_ambLight.rgb*surfAmbient;
|
|
|
|
v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
|
|
|
|
|
|
|
|
// rim light
|
|
|
|
float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);
|
|
|
|
vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);
|
|
|
|
v_color.rgb += rimlight.rgb;
|
|
|
|
|
|
|
|
v_color = clamp(v_color, 0.0, 1.0);
|
|
|
|
v_color *= u_matColor;
|
|
|
|
|
|
|
|
v_fog = DoFog(gl_Position.w);
|
|
|
|
}
|