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			69 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 120
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#if @useUBO
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    #extension GL_ARB_uniform_buffer_object : require
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#endif
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#if @useGPUShader4
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    #extension GL_EXT_gpu_shader4: require
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#endif
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#include "lib/core/vertex.h.glsl"
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#if @diffuseMap
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varying vec2 diffuseMapUV;
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#endif
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varying vec3 passNormal;
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varying vec3 passViewPos;
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varying float euclideanDepth;
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varying float linearDepth;
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varying float passFalloff;
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uniform bool useFalloff;
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uniform vec4 falloffParams;
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#include "lib/view/depth.glsl"
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#include "compatibility/vertexcolors.glsl"
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#include "compatibility/shadows_vertex.glsl"
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void main(void)
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{
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    gl_Position = modelToClip(gl_Vertex);
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    vec4 viewPos = modelToView(gl_Vertex);
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    gl_ClipVertex = viewPos;
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    euclideanDepth = length(viewPos.xyz);
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    linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
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#if @diffuseMap
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    diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy;
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#endif
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    passColor = gl_Color;
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    passViewPos = viewPos.xyz;
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    passNormal = gl_Normal.xyz;
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    if (useFalloff)
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    {
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        vec3 viewNormal = gl_NormalMatrix * normalize(gl_Normal.xyz);
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        vec3 viewDir = normalize(viewPos.xyz);
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        float viewAngle = abs(dot(viewNormal, viewDir));
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        passFalloff = smoothstep(falloffParams.x, falloffParams.y, viewAngle);
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        float startOpacity = min(falloffParams.z, 1.0);
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        float stopOpacity = max(falloffParams.w, 0.0);
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        passFalloff = mix(startOpacity, stopOpacity, passFalloff);
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    }
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    else
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    {
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        passFalloff = 1.0;
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    }
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#if @shadows_enabled
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    vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
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    setupShadowCoords(viewPos, viewNormal);
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#endif
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}
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