#version 120 #define SHADOWS @shadows_enabled #if @diffuseMap varying vec2 diffuseMapUV; #endif #if @darkMap varying vec2 darkMapUV; #endif #if @detailMap varying vec2 detailMapUV; #endif #if @decalMap varying vec2 decalMapUV; #endif #if @emissiveMap varying vec2 emissiveMapUV; #endif #if @normalMap varying vec2 normalMapUV; varying vec4 passTangent; #endif #if @envMap varying vec2 envMapUV; #endif #if @specularMap varying vec2 specularMapUV; #endif varying float depth; #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL) #if !PER_PIXEL_LIGHTING varying vec4 lighting; varying vec3 shadowDiffuseLighting; #else varying vec4 passColor; #endif varying vec3 passViewPos; varying vec3 passNormal; #if SHADOWS @foreach shadow_texture_unit_index @shadow_texture_unit_list uniform int shadowTextureUnit@shadow_texture_unit_index; varying vec4 shadowSpaceCoords@shadow_texture_unit_index; @endforeach #endif // SHADOWS #include "lighting.glsl" void main(void) { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; depth = gl_Position.z; vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex); gl_ClipVertex = viewPos; vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz); #if @envMap vec3 viewVec = normalize(viewPos.xyz); vec3 r = reflect( viewVec, viewNormal ); float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) ); envMapUV = vec2(r.x/m + 0.5, r.y/m + 0.5); #endif #if @diffuseMap diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy; #endif #if @darkMap darkMapUV = (gl_TextureMatrix[@darkMapUV] * gl_MultiTexCoord@darkMapUV).xy; #endif #if @detailMap detailMapUV = (gl_TextureMatrix[@detailMapUV] * gl_MultiTexCoord@detailMapUV).xy; #endif #if @decalMap decalMapUV = (gl_TextureMatrix[@decalMapUV] * gl_MultiTexCoord@decalMapUV).xy; #endif #if @emissiveMap emissiveMapUV = (gl_TextureMatrix[@emissiveMapUV] * gl_MultiTexCoord@emissiveMapUV).xy; #endif #if @normalMap normalMapUV = (gl_TextureMatrix[@normalMapUV] * gl_MultiTexCoord@normalMapUV).xy; passTangent = gl_MultiTexCoord7.xyzw; #endif #if @specularMap specularMapUV = (gl_TextureMatrix[@specularMapUV] * gl_MultiTexCoord@specularMapUV).xy; #endif #if !PER_PIXEL_LIGHTING lighting = doLighting(viewPos.xyz, viewNormal, gl_Color, shadowDiffuseLighting); #else passColor = gl_Color; #endif passViewPos = viewPos.xyz; passNormal = gl_Normal.xyz; #if SHADOWS // This matrix has the opposite handedness to the others used here, so multiplication must have the vector to the left. Alternatively it could be transposed after construction, but that's extra work for the GPU just to make the code look a tiny bit cleaner. mat4 eyePlaneMat; @foreach shadow_texture_unit_index @shadow_texture_unit_list eyePlaneMat = mat4(gl_EyePlaneS[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneT[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneR[shadowTextureUnit@shadow_texture_unit_index], gl_EyePlaneQ[shadowTextureUnit@shadow_texture_unit_index]); shadowSpaceCoords@shadow_texture_unit_index = viewPos * eyePlaneMat; @endforeach #endif // SHADOWS }