const char *leedsBuilding_mobile_vert_src = "uniform vec4 u_amb;\n" "uniform vec4 u_emiss;\n" "#define surfEmissive (u_surfProps.w)\n" "#define vertContrast (1.5)\n" "#define vertBrightness (0.25)\n" "#define ambientContrast (1.2)\n" "#define ambientBrightness (0.1)\n" "#define emissiveContrast (1.25)\n" "#define emissiveBrightness (0.05)\n" "VSIN(ATTRIB_POS) vec3 in_pos;\n" "VSOUT vec4 v_color;\n" "VSOUT vec2 v_tex0;\n" "VSOUT float v_fog;\n" "void\n" "main(void)\n" "{\n" " vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" " gl_Position = u_proj * u_view * Vertex;\n" " vec3 Normal = mat3(u_world) * in_normal;\n" " v_tex0 = in_tex0;\n" " vec4 vertCol = in_color;\n" " vec4 amb = u_amb;\n" " vec4 emiss = u_emiss;\n" " vertCol.xyz = ((vertCol.xyz - 0.5) * max(vertContrast, 0.0)) + 0.5;\n" " vertCol.xyz += vertBrightness;\n" " vertCol.xyz = max(vertCol.xyz, vec3(0.0,0.0,0.0));\n" " \n" " amb.xyz = ((amb.xyz - 0.5) * max(ambientContrast, 0.0)) + 0.5;\n" " amb.xyz += ambientBrightness;\n" " amb.xyz = max(amb.xyz, vec3(0.0,0.0,0.0));\n" " \n" " emiss.xyz = ((emiss.xyz - 0.5) * max(emissiveContrast, 0.0)) + 0.5;\n" " emiss.xyz += emissiveBrightness;\n" " emiss.xyz = max(emiss.xyz, vec3(0.0,0.0,0.0));\n" " v_color.xyz = emiss.xyz + (vertCol.xyz * amb.xyz);\n" " v_color.w = vertCol.w;\n" " v_color = clamp(v_color, 0.0, 1.0);\n" " v_color.a *= u_matColor.a;\n" " v_fog = DoFog(gl_Position.w);\n" "}\n" ;