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February 26, 2021 09:44
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// Batched geometry drawing vertex shader | |
precision mediump float; | |
precision mediump int; | |
uniform int renderPass; | |
attribute vec3 position; | |
attribute vec3 normal; | |
attribute vec4 color; | |
attribute vec4 flags; | |
attribute vec4 flags2; | |
uniform mat4 worldMatrix; | |
uniform mat4 worldNormalMatrix; | |
uniform mat4 viewMatrix; | |
uniform mat4 projMatrix; | |
uniform mat4 viewNormalMatrix; | |
uniform mat4 positionsDecodeMatrix; | |
uniform vec4 lightAmbient; | |
uniform vec4 lightColor1; | |
uniform vec3 lightDir1; | |
uniform vec4 lightColor2; | |
uniform vec3 lightDir2; | |
vec3 octDecode(vec2 oct) { | |
vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y)); | |
if (v.z < 0.0) { | |
v.xy = (1.0 - abs(v.yx)) * vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0); | |
} | |
return normalize(v); | |
} | |
varying vec4 vColor; | |
void main(void) { | |
if (int(flags.x) ! = renderPass) { | |
gl_Position = vec4(0.0, 0.0, 0.0, 0.0); | |
} | |
else { | |
vec4 worldPosition = worldMatrix * (positionsDecodeMatrix * vec4(position, 1.0)); | |
vec4 viewPosition = viewMatrix * worldPosition; | |
vec4 worldNormal = worldNormalMatrix * vec4(octDecode(normal.xy), 0.0); | |
vec3 viewNormal = normalize((viewNormalMatrix * worldNormal).xyz); | |
vec3 reflectedColor = vec3(0.0, 0.0, 0.0); | |
vec3 viewLightDir = vec3(0.0, 0.0, -1.0); | |
float lambertian = 1.0; | |
viewLightDir = normalize((viewMatrix * vec4(lightDir1, 0.0)).xyz); | |
lambertian = max(dot(-viewNormal, viewLightDir), 0.0); | |
reflectedColor += lambertian * (lightColor1.rgb * lightColor1.a); | |
viewLightDir = normalize((viewMatrix * vec4(lightDir2, 0.0)).xyz); | |
lambertian = max(dot(-viewNormal, viewLightDir), 0.0); | |
reflectedColor += lambertian * (lightColor2.rgb * lightColor2.a); | |
vec3 rgb = (vec3(float(color.r) / 255.0, float(color.g) / 255.0, float(color.b) / 255.0)); | |
vColor = vec4((lightAmbient.rgb * lightAmbient.a * rgb) + (reflectedColor * rgb), float(color.a) / 255.0); | |
vec4 clipPos = projMatrix * viewPosition; | |
gl_Position = clipPos; | |
} | |
} |
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