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-rw-r--r--src/extras/shaders/neoVehicle.vert54
1 files changed, 54 insertions, 0 deletions
diff --git a/src/extras/shaders/neoVehicle.vert b/src/extras/shaders/neoVehicle.vert
new file mode 100644
index 00000000..f2f54d6d
--- /dev/null
+++ b/src/extras/shaders/neoVehicle.vert
@@ -0,0 +1,54 @@
+uniform vec3 u_eye;
+uniform vec4 u_reflProps;
+uniform vec4 u_specDir[5];
+uniform vec4 u_specColor[5];
+
+#define fresnel (u_reflProps.x)
+#define lightStrength (u_reflProps.y) // speclight alpha
+#define shininess (u_reflProps.z)
+#define specularity (u_reflProps.w)
+
+layout(location = 0) in vec3 in_pos;
+layout(location = 1) in vec3 in_normal;
+layout(location = 2) in vec4 in_color;
+layout(location = 3) in vec2 in_tex0;
+
+out vec4 v_color;
+out vec4 v_reflcolor;
+out vec2 v_tex0;
+out vec2 v_tex1;
+out float v_fog;
+
+vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)
+{
+ return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol;
+}
+
+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;
+ vec3 viewVec = normalize(u_eye - Vertex.xyz);
+
+ v_tex0 = in_tex0;
+
+ v_color = in_color;
+ v_color.rgb += u_ambLight.rgb*surfAmbient;
+ v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength;
+ v_color = clamp(v_color, 0.0, 1.0);
+ v_color *= u_matColor;
+
+ // reflect V along Normal
+ vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;
+ v_tex1 = uv2.xy*0.5 + 0.5;
+ float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);
+ v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);
+ v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;
+
+ for(int i = 0; i < 5; i++)
+ v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;
+
+ v_fog = DoFog(gl_Position.w);
+}