librw/src/gl/shaders/default.vert

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2020-04-26 19:33:43 +02:00
layout(location = 0) in vec3 in_pos;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec4 in_color;
layout(location = 3) in vec2 in_tex0;
out vec4 v_color;
out vec2 v_tex0;
out float v_fog;
void
main(void)
{
vec4 V = u_world * vec4(in_pos, 1.0);
gl_Position = u_proj * u_view * V;
vec3 N = mat3(u_world) * in_normal;
v_tex0 = in_tex0;
v_color = in_color;
v_color.rgb += u_ambLight.rgb*surfAmbient;
#ifdef DIRECTIONALS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_directLights[i].enabled == 0.0)
break;
v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;
}
#endif
#ifdef POINTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_pointLights[i].enabled == 0.0)
break;
v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;
}
#endif
#ifdef SPOTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_spotLights[i].enabled == 0.0)
break;
v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;
}
#endif
v_color = clamp(v_color, 0.0f, 1.0);
v_color *= u_matColor;
v_fog = DoFog(gl_Position.w);
}