Replace CRLF with LF in shader files

This commit is contained in:
est31 2016-03-25 15:57:18 +01:00
parent c3f6cdcd54
commit 205e38f5b8
5 changed files with 270 additions and 270 deletions

@ -1,9 +1,9 @@
uniform mat4 mWorldViewProj; uniform mat4 mWorldViewProj;
void main(void) void main(void)
{ {
gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex; gl_Position = mWorldViewProj * gl_Vertex;
gl_FrontColor = gl_BackColor = gl_Color; gl_FrontColor = gl_BackColor = gl_Color;
} }

@ -1,52 +1,52 @@
uniform mat4 mWorldViewProj; uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld; uniform mat4 mInvWorld;
uniform mat4 mTransWorld; uniform mat4 mTransWorld;
uniform mat4 mWorld; uniform mat4 mWorld;
uniform float dayNightRatio; uniform float dayNightRatio;
uniform vec3 eyePosition; uniform vec3 eyePosition;
uniform float animationTimer; uniform float animationTimer;
varying vec3 vPosition; varying vec3 vPosition;
varying vec3 worldPosition; varying vec3 worldPosition;
varying vec3 eyeVec; varying vec3 eyeVec;
varying vec3 lightVec; varying vec3 lightVec;
varying vec3 tsEyeVec; varying vec3 tsEyeVec;
varying vec3 tsLightVec; varying vec3 tsLightVec;
varying float area_enable_parallax; varying float area_enable_parallax;
varying float disp; varying float disp;
const float e = 2.718281828459; const float e = 2.718281828459;
const float BS = 10.0; const float BS = 10.0;
float smoothCurve(float x) float smoothCurve(float x)
{ {
return x * x * (3.0 - 2.0 * x); return x * x * (3.0 - 2.0 * x);
} }
float triangleWave(float x) float triangleWave(float x)
{ {
return abs(fract(x + 0.5) * 2.0 - 1.0); return abs(fract(x + 0.5) * 2.0 - 1.0);
} }
float smoothTriangleWave(float x) float smoothTriangleWave(float x)
{ {
return smoothCurve(triangleWave(x)) * 2.0 - 1.0; return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
} }
void main(void)
{ void main(void)
gl_TexCoord[0] = gl_MultiTexCoord0; {
//TODO: make offset depending on view angle and parallax uv displacement gl_TexCoord[0] = gl_MultiTexCoord0;
//thats for textures that doesnt align vertically, like dirt with grass //TODO: make offset depending on view angle and parallax uv displacement
//thats for textures that doesnt align vertically, like dirt with grass
//gl_TexCoord[0].y += 0.008; //gl_TexCoord[0].y += 0.008;
//Allow parallax/relief mapping only for certain kind of nodes //Allow parallax/relief mapping only for certain kind of nodes
//Variable is also used to control area of the effect //Variable is also used to control area of the effect
#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) #if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
area_enable_parallax = 1.0; area_enable_parallax = 1.0;
@ -65,30 +65,30 @@ void main(void)
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER #if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
vec4 pos = gl_Vertex; vec4 pos = gl_Vertex;
pos.y -= 2.0; pos.y -= 2.0;
float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
gl_Position = mWorldViewProj * pos; gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
vec4 pos = gl_Vertex; vec4 pos = gl_Vertex;
pos.x += disp * 0.1; pos.x += disp * 0.1;
pos.y += disp * 0.1; pos.y += disp * 0.1;
pos.z += disp; pos.z += disp;
gl_Position = mWorldViewProj * pos; gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
vec4 pos = gl_Vertex; vec4 pos = gl_Vertex;
if (gl_TexCoord[0].y < 0.05) { if (gl_TexCoord[0].y < 0.05) {
pos.z += disp; pos.z += disp;
} }
gl_Position = mWorldViewProj * pos; gl_Position = mWorldViewProj * pos;
#else #else
gl_Position = mWorldViewProj * gl_Vertex; gl_Position = mWorldViewProj * gl_Vertex;
#endif #endif
vPosition = gl_Position.xyz;
worldPosition = (mWorld * gl_Vertex).xyz; vPosition = gl_Position.xyz;
worldPosition = (mWorld * gl_Vertex).xyz;
// Don't generate heightmaps when too far from the eye // Don't generate heightmaps when too far from the eye
float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition); float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
@ -96,16 +96,16 @@ void main(void)
area_enable_parallax = 0.0; area_enable_parallax = 0.0;
} }
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
vec3 normal, tangent, binormal; vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal); normal = normalize(gl_NormalMatrix * gl_Normal);
tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz); tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz); binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
vec3 v; vec3 v;
lightVec = sunPosition - worldPosition; lightVec = sunPosition - worldPosition;
v.x = dot(lightVec, tangent); v.x = dot(lightVec, tangent);
v.y = dot(lightVec, binormal); v.y = dot(lightVec, binormal);
v.z = dot(lightVec, normal); v.z = dot(lightVec, normal);
@ -116,32 +116,32 @@ void main(void)
v.y = dot(eyeVec, binormal); v.y = dot(eyeVec, binormal);
v.z = dot(eyeVec, normal); v.z = dot(eyeVec, normal);
tsEyeVec = normalize (v); tsEyeVec = normalize (v);
vec4 color; vec4 color;
float day = gl_Color.r; float day = gl_Color.r;
float night = gl_Color.g; float night = gl_Color.g;
float light_source = gl_Color.b; float light_source = gl_Color.b;
float rg = mix(night, day, dayNightRatio); float rg = mix(night, day, dayNightRatio);
rg += light_source * 2.5; // Make light sources brighter rg += light_source * 2.5; // Make light sources brighter
float b = rg; float b = rg;
// Moonlight is blue // Moonlight is blue
b += (day - night) / 13.0; b += (day - night) / 13.0;
rg -= (day - night) / 23.0; rg -= (day - night) / 23.0;
// Emphase blue a bit in darker places // Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend() // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025); b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
// Artificial light is yellow-ish // Artificial light is yellow-ish
// See C++ implementation in mapblock_mesh.cpp finalColorBlend() // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
color.r = rg; color.r = rg;
color.g = rg; color.g = rg;
color.b = b; color.b = b;
color.a = gl_Color.a; color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0); gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
} }

@ -1,9 +1,9 @@
uniform mat4 mWorldViewProj; uniform mat4 mWorldViewProj;
void main(void) void main(void)
{ {
gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex; gl_Position = mWorldViewProj * gl_Vertex;
gl_FrontColor = gl_BackColor = gl_Color; gl_FrontColor = gl_BackColor = gl_Color;
} }

@ -1,144 +1,144 @@
uniform mat4 mWorldViewProj; uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld; uniform mat4 mInvWorld;
uniform mat4 mTransWorld; uniform mat4 mTransWorld;
uniform mat4 mWorld; uniform mat4 mWorld;
uniform float dayNightRatio; uniform float dayNightRatio;
uniform vec3 eyePosition; uniform vec3 eyePosition;
uniform float animationTimer; uniform float animationTimer;
varying vec3 vPosition; varying vec3 vPosition;
varying vec3 worldPosition; varying vec3 worldPosition;
varying vec3 eyeVec; varying vec3 eyeVec;
varying vec3 lightVec; varying vec3 lightVec;
varying vec3 tsEyeVec; varying vec3 tsEyeVec;
varying vec3 tsLightVec; varying vec3 tsLightVec;
const float e = 2.718281828459; const float e = 2.718281828459;
const float BS = 10.0; const float BS = 10.0;
float smoothCurve(float x) float smoothCurve(float x)
{ {
return x * x * (3.0 - 2.0 * x); return x * x * (3.0 - 2.0 * x);
} }
float triangleWave(float x) float triangleWave(float x)
{ {
return abs(fract( x + 0.5 ) * 2.0 - 1.0); return abs(fract( x + 0.5 ) * 2.0 - 1.0);
} }
float smoothTriangleWave(float x) float smoothTriangleWave(float x)
{ {
return smoothCurve(triangleWave( x )) * 2.0 - 1.0; return smoothCurve(triangleWave( x )) * 2.0 - 1.0;
} }
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER void main(void)
vec4 pos = gl_Vertex; {
pos.y -= 2.0; gl_TexCoord[0] = gl_MultiTexCoord0;
float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); #if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
vec4 pos = gl_Vertex;
pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; pos.y -= 2.0;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
vec4 pos = gl_Vertex;
vec4 pos2 = mWorld * gl_Vertex; pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
/* gl_Position = mWorldViewProj * pos;
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) vec4 pos = gl_Vertex;
* And bufferize calcul to a float vec4 pos2 = mWorld * gl_Vertex;
*/ /*
float pos2XpZ = pos2.x + pos2.z; * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4; * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2; * And bufferize calcul to a float
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4; */
gl_Position = mWorldViewProj * pos; float pos2XpZ = pos2.x + pos2.z;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
vec4 pos = gl_Vertex; pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
vec4 pos2 = mWorld * gl_Vertex; pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
if (gl_TexCoord[0].y < 0.05) { gl_Position = mWorldViewProj * pos;
/* #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) vec4 pos = gl_Vertex;
* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) vec4 pos2 = mWorld * gl_Vertex;
* And bufferize calcul to a float if (gl_TexCoord[0].y < 0.05) {
*/ /*
float pos2XpZ = pos2.x + pos2.z; * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8; * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4; * And bufferize calcul to a float
} */
gl_Position = mWorldViewProj * pos; float pos2XpZ = pos2.x + pos2.z;
#else pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
gl_Position = mWorldViewProj * gl_Vertex; pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;
#endif }
gl_Position = mWorldViewProj * pos;
vPosition = gl_Position.xyz; #else
worldPosition = (mWorld * gl_Vertex).xyz; gl_Position = mWorldViewProj * gl_Vertex;
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); #endif
vec3 normal, tangent, binormal; vPosition = gl_Position.xyz;
normal = normalize(gl_NormalMatrix * gl_Normal); worldPosition = (mWorld * gl_Vertex).xyz;
if (gl_Normal.x > 0.5) { vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
// 1.0, 0.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0)); vec3 normal, tangent, binormal;
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); normal = normalize(gl_NormalMatrix * gl_Normal);
} else if (gl_Normal.x < -0.5) { if (gl_Normal.x > 0.5) {
// -1.0, 0.0, 0.0 // 1.0, 0.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.y > 0.5) { } else if (gl_Normal.x < -0.5) {
// 0.0, 1.0, 0.0 // -1.0, 0.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.y < -0.5) { } else if (gl_Normal.y > 0.5) {
// 0.0, -1.0, 0.0 // 0.0, 1.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.z > 0.5) { } else if (gl_Normal.y < -0.5) {
// 0.0, 0.0, 1.0 // 0.0, -1.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.z < -0.5) { } else if (gl_Normal.z > 0.5) {
// 0.0, 0.0, -1.0 // 0.0, 0.0, 1.0
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0)); tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} } else if (gl_Normal.z < -0.5) {
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x, // 0.0, 0.0, -1.0
tangent.y, binormal.y, normal.y, tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
tangent.z, binormal.z, normal.z); binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
lightVec = sunPosition - worldPosition; mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
tsLightVec = lightVec * tbnMatrix; tangent.y, binormal.y, normal.y,
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; tangent.z, binormal.z, normal.z);
tsEyeVec = eyeVec * tbnMatrix;
lightVec = sunPosition - worldPosition;
vec4 color; tsLightVec = lightVec * tbnMatrix;
float day = gl_Color.r; eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
float night = gl_Color.g; tsEyeVec = eyeVec * tbnMatrix;
float light_source = gl_Color.b;
vec4 color;
float rg = mix(night, day, dayNightRatio); float day = gl_Color.r;
rg += light_source * 2.5; // Make light sources brighter float night = gl_Color.g;
float b = rg; float light_source = gl_Color.b;
// Moonlight is blue float rg = mix(night, day, dayNightRatio);
b += (day - night) / 13.0; rg += light_source * 2.5; // Make light sources brighter
rg -= (day - night) / 23.0; float b = rg;
// Emphase blue a bit in darker places // Moonlight is blue
// See C++ implementation in mapblock_mesh.cpp finalColorBlend() b += (day - night) / 13.0;
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025); rg -= (day - night) / 23.0;
// Artificial light is yellow-ish // Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend() // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
color.r = rg; // Artificial light is yellow-ish
color.g = rg; // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
color.b = b; rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
color.a = gl_Color.a; color.r = rg;
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0); color.g = rg;
} color.b = b;
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
}

@ -1,35 +1,35 @@
uniform mat4 mWorldViewProj; uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld; uniform mat4 mInvWorld;
uniform mat4 mTransWorld; uniform mat4 mTransWorld;
uniform mat4 mWorld; uniform mat4 mWorld;
uniform float dayNightRatio;
uniform vec3 eyePosition;
uniform float animationTimer;
varying vec3 vPosition;
varying vec3 worldPosition;
varying vec3 eyeVec;
varying vec3 lightVec;
varying vec3 tsEyeVec;
varying vec3 tsLightVec;
const float e = 2.718281828459;
const float BS = 10.0;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = gl_Position.xyz;
worldPosition = (mWorld * gl_Vertex).xyz;
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); uniform float dayNightRatio;
uniform vec3 eyePosition;
lightVec = sunPosition - worldPosition; uniform float animationTimer;
varying vec3 vPosition;
varying vec3 worldPosition;
varying vec3 eyeVec;
varying vec3 lightVec;
varying vec3 tsEyeVec;
varying vec3 tsLightVec;
const float e = 2.718281828459;
const float BS = 10.0;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = gl_Position.xyz;
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; eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
gl_FrontColor = gl_BackColor = gl_Color; gl_FrontColor = gl_BackColor = gl_Color;
} }