53 lines
1.1 KiB
GLSL
53 lines
1.1 KiB
GLSL
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uniform mat4 u_texMatrix;
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attribute vec3 in_pos;
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attribute vec3 in_normal;
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attribute vec4 in_color;
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attribute vec2 in_tex0;
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varying vec4 v_color;
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varying vec2 v_tex0;
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varying vec2 v_tex1;
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varying float v_fog;
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void
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main(void)
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{
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vec4 V = u_world * vec4(in_pos, 1.0);
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gl_Position = u_proj * u_view * V;
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vec3 N = mat3(u_world) * in_normal;
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v_tex0 = in_tex0;
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v_tex1 = (u_texMatrix * vec4(N, 1.0)).xy;
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v_color = in_color;
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v_color.rgb += u_ambLight.rgb*surfAmbient;
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#ifdef DIRECTIONALS
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for(int i = 0; i < MAX_LIGHTS; i++){
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if(u_directLights[i].enabled == 0.0)
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break;
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v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;
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}
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#endif
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#ifdef POINTLIGHTS
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for(int i = 0; i < MAX_LIGHTS; i++){
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if(u_pointLights[i].enabled == 0.0)
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break;
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v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;
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}
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#endif
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#ifdef SPOTLIGHTS
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for(int i = 0; i < MAX_LIGHTS; i++){
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if(u_spotLights[i].enabled == 0.0)
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break;
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v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;
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}
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#endif
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v_color = clamp(v_color, 0.0f, 1.0);
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v_color *= u_matColor;
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v_fog = DoFog(gl_Position.w);
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}
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