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