forked from Mirrorlandia_minetest/minetest
45 lines
958 B
GLSL
45 lines
958 B
GLSL
uniform mat4 mWorldViewProj;
|
|
uniform mat4 mWorld;
|
|
|
|
uniform vec3 eyePosition;
|
|
uniform float animationTimer;
|
|
|
|
varying vec3 vNormal;
|
|
varying vec3 vPosition;
|
|
varying vec3 worldPosition;
|
|
|
|
varying vec3 eyeVec;
|
|
varying vec3 lightVec;
|
|
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)
|
|
return dot(v, vec3(0.670820f, 0.447213f, 0.836660f));
|
|
|
|
return dot(v, vec3(0.670820f, 1.000000f, 0.836660f));
|
|
}
|
|
|
|
void main(void)
|
|
{
|
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
|
gl_Position = mWorldViewProj * gl_Vertex;
|
|
|
|
vPosition = gl_Position.xyz;
|
|
vNormal = gl_Normal;
|
|
worldPosition = (mWorld * gl_Vertex).xyz;
|
|
|
|
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
|
|
|
|
lightVec = sunPosition - worldPosition;
|
|
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
|
|
vIDiff = directional_ambient(normalize(gl_Normal));
|
|
|
|
gl_FrontColor = gl_BackColor = gl_Color;
|
|
}
|