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https://github.com/scratchfoundation/bgfx.git
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29 lines
1.3 KiB
Text
29 lines
1.3 KiB
Text
attribute vec4 TANGENT;
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uniform vec3 _TerrainTreeLightDirections[4];
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uniform vec4 _TerrainTreeLightColors[4];
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void main ()
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{
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vec3 lightColor;
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float tmpvar_1;
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tmpvar_1 = (1.0 - abs (TANGENT.w));
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vec4 tmpvar_2;
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tmpvar_2.w = 0.0;
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tmpvar_2.xyz = gl_Normal;
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vec3 tmpvar_3;
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tmpvar_3 = mix (gl_Normal, normalize ((tmpvar_2 * gl_ModelViewMatrixInverseTranspose)).xyz, vec3(tmpvar_1));
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lightColor = gl_LightModel.ambient.xyz;
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lightColor = (lightColor + (_TerrainTreeLightColors[0] * max (0.0, ((dot (_TerrainTreeLightDirections[0], tmpvar_3) * 0.5) + 0.5))).xyz);
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lightColor = (lightColor + (_TerrainTreeLightColors[1] * max (0.0, ((dot (_TerrainTreeLightDirections[1], tmpvar_3) * 0.5) + 0.5))).xyz);
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lightColor = (lightColor + (_TerrainTreeLightColors[2] * max (0.0, ((dot (_TerrainTreeLightDirections[2], tmpvar_3) * 0.5) + 0.5))).xyz);
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lightColor = (lightColor + (_TerrainTreeLightColors[3] * max (0.0, ((dot (_TerrainTreeLightDirections[3], tmpvar_3) * 0.5) + 0.5))).xyz);
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gl_Position = (gl_ModelViewProjectionMatrix * (gl_Vertex + ((TANGENT * gl_ModelViewMatrixInverseTranspose) * tmpvar_1)));
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vec4 tmpvar_4;
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tmpvar_4.zw = vec2(0.0, 0.0);
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tmpvar_4.xy = gl_MultiTexCoord0.xy;
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gl_TexCoord[0] = tmpvar_4;
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vec4 tmpvar_5;
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tmpvar_5.w = 0.0;
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tmpvar_5.xyz = (lightColor * gl_Color.w);
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gl_TexCoord[1] = tmpvar_5;
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}
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