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- uniform mat4 mWorld;
- uniform vec3 eyePosition;
- uniform float animationTimer;
- varying vec3 vNormal;
- varying vec3 vPosition;
- varying vec3 worldPosition;
- varying lowp vec4 varColor;
- #ifdef GL_ES
- varying mediump vec2 varTexCoord;
- #else
- centroid varying vec2 varTexCoord;
- #endif
- varying vec3 eyeVec;
- varying float vIDiff;
- const float e = 2.718281828459;
- const float BS = 10.0;
- float directional_ambient(vec3 normal)
- {
- vec3 v = normal * normal;
- if (normal.y < 0.0)
- return dot(v, vec3(0.670820, 0.447213, 0.836660));
- return dot(v, vec3(0.670820, 1.000000, 0.836660));
- }
- void main(void)
- {
- varTexCoord = (mTexture * inTexCoord0).st;
- gl_Position = mWorldViewProj * inVertexPosition;
- vPosition = gl_Position.xyz;
- vNormal = inVertexNormal;
- worldPosition = (mWorld * inVertexPosition).xyz;
- eyeVec = -(mWorldView * inVertexPosition).xyz;
- #if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
- vIDiff = 1.0;
- #else
- // This is intentional comparison with zero without any margin.
- // If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
- vIDiff = length(inVertexNormal) == 0.0
- ? 1.0
- : directional_ambient(normalize(inVertexNormal));
- #endif
- varColor = inVertexColor;
- }
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