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#version 330 core
layout (location = ATTRIB_POS) in vec3 aPos;
layout (location = ATTRIB_TEXTURE) in vec2 aTexCoord;
#ifdef RPLE
layout (location = ATTRIB_BRIGHTNESS_RED) in vec2 aBTexCoordR;
layout (location = ATTRIB_BRIGHTNESS_GREEN) in vec2 aBTexCoordG;
layout (location = ATTRIB_BRIGHTNESS_BLUE) in vec2 aBTexCoordB;
#else
layout (location = ATTRIB_BRIGHTNESS) in vec2 aBTexCoord;
#endif
layout (location = ATTRIB_COLOR) in vec4 aColor;
uniform mat4 modelView;
uniform mat4 proj;
uniform mat4 projInv;
uniform vec4 viewport;
uniform vec4 fogColor;
uniform vec2 fogStartEnd;
uniform int fogMode;
uniform float fogDensity;
uniform vec3 playerPos;
out vec2 TexCoord;
#ifdef RPLE
out vec2 BTexCoordR;
out vec2 BTexCoordG;
out vec2 BTexCoordB;
#else
out vec2 BTexCoord;
#endif
out vec4 Color;
out vec4 Viewport;
out mat4 ProjInv;
out vec4 FogColor;
out vec2 FogStartEnd;
out float FogFactor; // -1 means: disable fog
void main()
{
gl_Position = proj * modelView * (vec4(aPos - playerPos, 1.0) + vec4(0, 0.12, 0, 0));
TexCoord = aTexCoord;
#ifdef RPLE
BTexCoordR = aBTexCoordR;
BTexCoordG = aBTexCoordG;
BTexCoordB = aBTexCoordB;
#else
BTexCoord = aBTexCoord;
#endif
Color = aColor;
Viewport = viewport;
ProjInv = projInv;
FogColor = fogColor;
if(fogStartEnd.x >= 0 && fogStartEnd.y >= 0){
float s = fogStartEnd.x;
float e = fogStartEnd.y;
vec4 eyePos = (modelView * (vec4(aPos - playerPos, 1.0) + vec4(0, 0.12, 0, 0)));
float c = length(eyePos);
float fogFactor = fogMode == 0x2601
? clamp((e - c) / (e - s), 0, 1) /* GL_LINEAR */
: exp(-fogDensity * c); /* GL_EXP */
FogFactor = fogFactor;
} else {
FogFactor = -1;
}
FogStartEnd = fogStartEnd;
}
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