uniform vec4 u_amb; uniform vec4 u_emiss; VSIN(ATTRIB_POS) vec3 in_pos; VSOUT vec4 v_color; VSOUT vec2 v_tex0; VSOUT vec2 v_tex1; VSOUT float v_fog; VSOUT vec2 v_reflData; #define v_NdotV (v_reflData.x) #define v_lightingCont (v_reflData.y) void main(void) { vec4 Vertex = u_world * vec4(in_pos, 1.0); gl_Position = u_proj * u_view * Vertex; vec3 Normal = mat3(u_world) * in_normal; v_tex0 = in_tex0; vec3 ViewNormal = mat3(u_view) * Normal; v_tex1 = (ViewNormal.xy + vec2(1.0, 1.0))*0.5; v_color = in_color; vec4 combinedAmbient = mix(u_emiss, u_amb, Normal.z); v_color.rgb += combinedAmbient.rgb*surfAmbient; v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse; v_lightingCont = max(0.5, (v_color.r + v_color.g + v_color.b) / 3.0); v_color *= u_matColor; // for fresnel vec3 camPos = -u_view[3].xyz * mat3(u_view); vec3 viewVec = normalize(Vertex.xyz - camPos); v_NdotV = 1.0 - dot(-Normal.xyz, viewVec.xyz); v_fog = DoFog(gl_Position.w); }