aboutsummaryrefslogtreecommitdiff
path: root/assets/shaders/ub_vshader.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'assets/shaders/ub_vshader.glsl')
-rwxr-xr-xassets/shaders/ub_vshader.glsl255
1 files changed, 128 insertions, 127 deletions
diff --git a/assets/shaders/ub_vshader.glsl b/assets/shaders/ub_vshader.glsl
index a559d844..4e2667a1 100755
--- a/assets/shaders/ub_vshader.glsl
+++ b/assets/shaders/ub_vshader.glsl
@@ -1,24 +1,25 @@
1/* <copyright> 1/* <copyright>
2Copyright (c) 2012, Motorola Mobility, Inc 2Copyright (c) 2012, Motorola Mobility LLC.
3All Rights Reserved. 3All Rights Reserved.
4BSD License.
5 4
6Redistribution and use in source and binary forms, with or without 5Redistribution and use in source and binary forms, with or without
7modification, are permitted provided that the following conditions are met: 6modification, are permitted provided that the following conditions are met:
8 7
9 - Redistributions of source code must retain the above copyright notice, 8* Redistributions of source code must retain the above copyright notice,
10 this list of conditions and the following disclaimer. 9 this list of conditions and the following disclaimer.
11 - Redistributions in binary form must reproduce the above copyright 10
12 notice, this list of conditions and the following disclaimer in the 11* Redistributions in binary form must reproduce the above copyright notice,
13 documentation and/or other materials provided with the distribution. 12 this list of conditions and the following disclaimer in the documentation
14 - Neither the name of Motorola Mobility nor the names of its contributors 13 and/or other materials provided with the distribution.
15 may be used to endorse or promote products derived from this software 14
16 without specific prior written permission. 15* Neither the name of Motorola Mobility LLC nor the names of its
16 contributors may be used to endorse or promote products derived from this
17 software without specific prior written permission.
17 18
18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 19THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 20AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 21IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 22ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 23LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 24CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 25SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
@@ -44,65 +45,65 @@ uniform vec3 u_eye;
44 45
45// attributes 46// attributes
46#if defined( MATERIAL ) 47#if defined( MATERIAL )
47 uniform vec4 u_ambientColor; 48 uniform vec4 u_ambientColor;
48 uniform vec4 u_diffuseColor; 49 uniform vec4 u_diffuseColor;
49 uniform vec4 u_specularColor; 50 uniform vec4 u_specularColor;
50 uniform float u_specularPower; 51 uniform float u_specularPower;
51#endif 52#endif
52 53
53#if defined( LIGHTING ) 54#if defined( LIGHTING )
54 varying vec3 v_normal; 55 varying vec3 v_normal;
55 #if defined( LIGHT_0 ) 56 #if defined( LIGHT_0 )
56 uniform int u_light0Type; 57 uniform int u_light0Type;
57 uniform vec3 u_light0Pos; 58 uniform vec3 u_light0Pos;
58 uniform vec3 u_light0Dir; 59 uniform vec3 u_light0Dir;
59 uniform vec3 u_light0Atten; 60 uniform vec3 u_light0Atten;
60 uniform vec2 u_light0Spot; 61 uniform vec2 u_light0Spot;
61 uniform vec4 u_light0Color; 62 uniform vec4 u_light0Color;
62 uniform vec4 u_light0Specular; 63 uniform vec4 u_light0Specular;
63 varying vec3 v_light0Dir; 64 varying vec3 v_light0Dir;
64 varying vec3 v_light0SpotDir; 65 varying vec3 v_light0SpotDir;
65 #endif 66 #endif
66 67
67 #if defined( LIGHT_1 ) 68 #if defined( LIGHT_1 )
68 uniform int u_light1Type; 69 uniform int u_light1Type;
69 uniform vec3 u_light1Pos; 70 uniform vec3 u_light1Pos;
70 uniform vec3 u_light1Dir; 71 uniform vec3 u_light1Dir;
71 uniform vec3 u_light1Atten; 72 uniform vec3 u_light1Atten;
72 uniform vec2 u_light1Spot; 73 uniform vec2 u_light1Spot;
73 uniform vec3 u_light1Color; 74 uniform vec3 u_light1Color;
74 uniform vec4 u_light1Specular; 75 uniform vec4 u_light1Specular;
75 varying vec3 v_light1Dir; 76 varying vec3 v_light1Dir;
76 varying vec3 v_light1SpotDir; 77 varying vec3 v_light1SpotDir;
77 #endif 78 #endif
78 79
79 #if defined( LIGHT_2 ) 80 #if defined( LIGHT_2 )
80 uniform int u_light2Type; // 0 - dir, 1 - point, 2 - spot 81 uniform int u_light2Type; // 0 - dir, 1 - point, 2 - spot
81 uniform vec3 u_light2Pos; 82 uniform vec3 u_light2Pos;
82 uniform vec3 u_light2Dir; 83 uniform vec3 u_light2Dir;
83 uniform vec3 u_light2Atten; 84 uniform vec3 u_light2Atten;
84 uniform vec2 u_light2Spot; // 0 - spot light cutoff angle, 1 - spot light exponent 85 uniform vec2 u_light2Spot; // 0 - spot light cutoff angle, 1 - spot light exponent
85 uniform vec3 u_light2Color; 86 uniform vec3 u_light2Color;
86 uniform vec4 u_light2Specular; 87 uniform vec4 u_light2Specular;
87 varying vec3 v_light2Dir; 88 varying vec3 v_light2Dir;
88 varying vec3 v_light2SpotDir; 89 varying vec3 v_light2SpotDir;
89 #endif 90 #endif
90 91
91 #if defined( LIGHT_3 ) 92 #if defined( LIGHT_3 )
92 uniform int u_light3Type; 93 uniform int u_light3Type;
93 uniform vec3 u_light3Pos; 94 uniform vec3 u_light3Pos;
94 uniform vec3 u_light3Dir; 95 uniform vec3 u_light3Dir;
95 uniform vec3 u_light3Atten; 96 uniform vec3 u_light3Atten;
96 uniform vec2 u_light3Spot; 97 uniform vec2 u_light3Spot;
97 uniform vec3 u_light3Color; 98 uniform vec3 u_light3Color;
98 uniform vec4 u_light3Specular; 99 uniform vec4 u_light3Specular;
99 varying vec3 v_light3Dir; 100 varying vec3 v_light3Dir;
100 varying vec3 v_light3SpotDir; 101 varying vec3 v_light3SpotDir;
101 #endif 102 #endif
102#endif 103#endif
103 104
104#if defined( ENVIRONMENT_MAP ) 105#if defined( ENVIRONMENT_MAP )
105 uniform float u_envReflection; 106 uniform float u_envReflection;
106#endif 107#endif
107 108
108varying vec3 v_mvPos; 109varying vec3 v_mvPos;
@@ -111,76 +112,76 @@ varying vec2 v_texcoord;
111 112
112#if defined( PC ) 113#if defined( PC )
113void main() { 114void main() {
114 // position normals and vert 115 // position normals and vert
115 v_mvPos = ( u_mvMatrix * vec4( a_pos, 1.0 ) ).xyz; 116 v_mvPos = ( u_mvMatrix * vec4( a_pos, 1.0 ) ).xyz;
116 117
117 v_texcoord = (u_uvMatrix * vec4(a_texcoord, 0, 1.0)).xy; 118 v_texcoord = (u_uvMatrix * vec4(a_texcoord, 0, 1.0)).xy;
118#if ( defined( LIGHTING ) || defined( ENVIRONMENT_MAP ) ) 119#if ( defined( LIGHTING ) || defined( ENVIRONMENT_MAP ) )
119 v_normal = ( u_normalMatrix * vec4( a_normal, 0.0 ) ).xyz; 120 v_normal = ( u_normalMatrix * vec4( a_normal, 0.0 ) ).xyz;
120#endif 121#endif
121 122
122#if defined( LIGHTING ) 123#if defined( LIGHTING )
123 v_eyeDir = vec3(-u_viewMatrix[3][0], -u_viewMatrix[3][1], -u_viewMatrix[3][2]); 124 v_eyeDir = vec3(-u_viewMatrix[3][0], -u_viewMatrix[3][1], -u_viewMatrix[3][2]);
124 #if defined( LIGHT_0 ) 125 #if defined( LIGHT_0 )
125 { 126 {
126 vec3 lpos = ( u_viewMatrix * vec4( u_light0Pos, 1.0 ) ).xyz; 127 vec3 lpos = ( u_viewMatrix * vec4( u_light0Pos, 1.0 ) ).xyz;
127 128
128 #if ( LIGHT_0 == 0 ) 129 #if ( LIGHT_0 == 0 )
129 v_light0Dir = ( u_viewMatrix * vec4( -u_light0Dir, 0.0 ) ).xyz; 130 v_light0Dir = ( u_viewMatrix * vec4( -u_light0Dir, 0.0 ) ).xyz;
130 #else 131 #else
131 v_light0Dir = lpos - v_mvPos; 132 v_light0Dir = lpos - v_mvPos;
132 #if ( LIGHT_0 == 2 ) 133 #if ( LIGHT_0 == 2 )
133 v_light0SpotDir = (u_viewMatrix * vec4( -u_light0Dir, 0.0 )).xyz; 134 v_light0SpotDir = (u_viewMatrix * vec4( -u_light0Dir, 0.0 )).xyz;
134 #endif // ( LIGHT_0 == 2 ) 135 #endif // ( LIGHT_0 == 2 )
135 #endif // ( LIGHT_0 == 0 ) 136 #endif // ( LIGHT_0 == 0 )
136 } 137 }
137 #endif // defined( LIGHT_0 ) 138 #endif // defined( LIGHT_0 )
138 #if defined( LIGHT_1 ) 139 #if defined( LIGHT_1 )
139 { 140 {
140 vec3 lpos = ( u_viewMatrix * vec4( u_light1Pos, 1.0 ) ).xyz; 141 vec3 lpos = ( u_viewMatrix * vec4( u_light1Pos, 1.0 ) ).xyz;
141 142
142 #if ( LIGHT_1 == 0 ) 143 #if ( LIGHT_1 == 0 )
143 v_light1Dir = ( u_viewMatrix * vec4( -u_light1Dir, 0.0 ) ).xyz; 144 v_light1Dir = ( u_viewMatrix * vec4( -u_light1Dir, 0.0 ) ).xyz;
144 #else 145 #else
145 v_light1Dir = lpos - v_mvPos; 146 v_light1Dir = lpos - v_mvPos;
146 #if ( LIGHT_1 == 2 ) 147 #if ( LIGHT_1 == 2 )
147 v_light1SpotDir = (u_viewMatrix * vec4( -u_light1Dir, 0.0 )).xyz; 148 v_light1SpotDir = (u_viewMatrix * vec4( -u_light1Dir, 0.0 )).xyz;
148 #endif // ( LIGHT_1 == 2 ) 149 #endif // ( LIGHT_1 == 2 )
149 #endif // ( LIGHT_1 == 0 ) 150 #endif // ( LIGHT_1 == 0 )
150 } 151 }
151 #endif // defined( LIGHT_1 ) 152 #endif // defined( LIGHT_1 )
152 #if defined( LIGHT_2 ) 153 #if defined( LIGHT_2 )
153 { 154 {
154 vec3 lpos = ( u_viewMatrix * vec4( u_light2Pos, 1.0 ) ).xyz; 155 vec3 lpos = ( u_viewMatrix * vec4( u_light2Pos, 1.0 ) ).xyz;
155 156
156 #if ( LIGHT_2 == 0 ) 157 #if ( LIGHT_2 == 0 )
157 v_light2Dir = ( u_viewMatrix * vec4( -u_light2Dir, 0.0 ) ).xyz; 158 v_light2Dir = ( u_viewMatrix * vec4( -u_light2Dir, 0.0 ) ).xyz;
158 #else 159 #else
159 v_light2Dir = lpos - v_mvPos; 160 v_light2Dir = lpos - v_mvPos;
160 #if ( LIGHT_2 == 2 ) 161 #if ( LIGHT_2 == 2 )
161 v_light2SpotDir = (u_viewMatrix * vec4( -u_light2Dir, 0.0 )).xyz;