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44
kaplademo/externals/resources/shaders/debris_vs.cpp
vendored
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44
kaplademo/externals/resources/shaders/debris_vs.cpp
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uniform float uvScale = 1.0f;
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attribute mat4 transformmatrix;
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uniform float bumpTextureUVScale;
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void main()
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{
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mat4 mvp = gl_ModelViewMatrix * transformmatrix;
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mat4 mvpt = gl_ModelViewMatrixInverseTranspose * transformmatrix;
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//mat4 mvp2 = gl_ModelViewMatrix * transformmatrix;
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//mat4 mvp = gl_ModelViewMatrix;
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//mat4 mvpt = gl_ModelViewMatrixInverseTranspose;
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vec4 eyeSpacePos = mvp * gl_Vertex;
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vec4 t0 = vec4(gl_MultiTexCoord0.xyz, 0.0f);
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vec4 t1 = vec4(cross(gl_Normal.xyz, t0.xyz), 0.0f);
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vec3 coord3d = gl_Vertex.xyz;
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gl_TexCoord[0].xyz = (coord3d)*uvScale;
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gl_TexCoord[1] = eyeSpacePos;
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gl_FrontColor = gl_Color;
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gl_Position = gl_ProjectionMatrix*eyeSpacePos;
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gl_TexCoord[2] = mvpt * vec4(gl_Normal.xyz,0.0);
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gl_TexCoord[3] = mvpt * t0;
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gl_TexCoord[4] = mvpt * t1;
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gl_TexCoord[5].xy = vec2(dot(coord3d, t0.xyz), dot(coord3d, t1.xyz))*bumpTextureUVScale*2;
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gl_TexCoord[6].xyz = vec3(0,0,-100); // TODO: 2D UV are 0 and material id is -100 (first 3D texture)
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/*
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//vec4 eyeSpacePos2 = mvp2 * gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0*uvScale;
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gl_TexCoord[1] = eyeSpacePos;
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gl_FrontColor = gl_Color;
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//gl_FrontColor.x += eyeSpacePos2.x;
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gl_Position = gl_ProjectionMatrix*eyeSpacePos;
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gl_TexCoord[2] = mvpt * vec4(gl_Normal.xyz,0.0);
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gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f);
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*/
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}
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