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25 lines
881 B
GLSL
25 lines
881 B
GLSL
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// GLSL vertex shader
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varying vec3 eyeSpacePos;
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varying vec3 worldSpaceNormal;
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varying vec3 eyeSpaceNormal;
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uniform float heightScale; // = 0.5;
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uniform float chopiness; // = 1.0;
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uniform vec2 size; // = vec2(256.0, 256.0);
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void main()
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{
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float height = gl_MultiTexCoord0.x;
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vec2 slope = gl_MultiTexCoord1.xy;
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// calculate surface normal from slope for shading
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vec3 normal = normalize(cross( vec3(0.0, slope.y*heightScale, 2.0 / size.x), vec3(2.0 / size.y, slope.x*heightScale, 0.0)));
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worldSpaceNormal = normal;
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// calculate position and transform to homogeneous clip space
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vec4 pos = vec4(gl_Vertex.x, height * heightScale, gl_Vertex.z, 1.0);
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gl_Position = gl_ModelViewProjectionMatrix * pos;
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eyeSpacePos = (gl_ModelViewMatrix * pos).xyz;
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eyeSpaceNormal = (gl_NormalMatrix * normal).xyz;
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}
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