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-rw-r--r--src/extras/shaders/obj/neoVehicle_vert.inc53
1 files changed, 53 insertions, 0 deletions
diff --git a/src/extras/shaders/obj/neoVehicle_vert.inc b/src/extras/shaders/obj/neoVehicle_vert.inc
new file mode 100644
index 00000000..b7b42622
--- /dev/null
+++ b/src/extras/shaders/obj/neoVehicle_vert.inc
@@ -0,0 +1,53 @@
+const char *neoVehicle_vert_src =
+"uniform vec3 u_eye;\n"
+"uniform vec4 u_reflProps;\n"
+"uniform vec4 u_specDir[5];\n"
+"uniform vec4 u_specColor[5];\n"
+
+"#define fresnel (u_reflProps.x)\n"
+"#define lightStrength (u_reflProps.y) // speclight alpha\n"
+"#define shininess (u_reflProps.z)\n"
+"#define specularity (u_reflProps.w)\n"
+
+"VSIN(ATTRIB_POS) vec3 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec4 v_reflcolor;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT vec2 v_tex1;\n"
+"VSOUT float v_fog;\n"
+
+"vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)\n"
+"{\n"
+" return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol;\n"
+"}\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"
+" vec3 viewVec = normalize(u_eye - Vertex.xyz);\n"
+
+" v_tex0 = in_tex0;\n"
+
+" v_color = in_color;\n"
+" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
+" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength;\n"
+" v_color = clamp(v_color, 0.0, 1.0);\n"
+" v_color *= u_matColor;\n"
+
+" // reflect V along Normal\n"
+" vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;\n"
+" v_tex1 = uv2.xy*0.5 + 0.5;\n"
+" float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);\n"
+" v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);\n"
+" v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;\n"
+
+" for(int i = 0; i < 5; i++)\n"
+" v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;\n"
+
+" v_fog = DoFog(gl_Position.w);\n"
+"}\n"
+;