hoosiertransfer-mod/desktopRuntime/resources/assets/eagler/glsl/deferred/deferred_shadow.vsh

104 lines
3.3 KiB
GLSL

#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
in vec3 a_position3f;
#if defined(COMPILE_ENABLE_ALPHA_TEST) && defined(COMPILE_ENABLE_TEXTURE2D)
#define DO_SHADOW_ALPHA_TEST
#endif
#ifdef DO_SHADOW_ALPHA_TEST
#ifdef COMPILE_TEXTURE_ATTRIB
in vec2 a_texture2f;
out vec2 v_texture2f;
uniform mat4 u_textureMat4f01;
#endif
#endif
uniform mat4 u_modelviewProjMat4f;
#ifdef COMPILE_STATE_WAVING_BLOCKS
#ifdef COMPILE_NORMAL_ATTRIB
in vec4 a_normal4f;
#else
uniform float u_blockConstant1f;
#endif
#ifdef COMPILE_ENABLE_LIGHTMAP
#ifdef COMPILE_LIGHTMAP_ATTRIB
in vec2 a_lightmap2f;
uniform mat4 u_textureMat4f02;
#else
uniform vec2 u_textureCoords02;
#endif
#endif
uniform mat4 u_modelMatrix4f;
uniform mat4 u_viewMatrix4f;
uniform vec3 u_wavingBlockOffset3f;
uniform vec4 u_wavingBlockParam4f;
#define DO_COMPILE_STATE_WAVING_BLOCKS
#define FAKE_SIN(valueIn, valueOut)\
valueOut = abs(1.0 - fract(valueIn * 0.159155) * 2.0);\
valueOut = valueOut * valueOut * (3.0 - 2.0 * valueOut) * 2.0 - 1.0;
#define LIB_INCLUDE_WAVING_BLOCKS_FUNCTION
#endif
#EAGLER INCLUDE (2) "eagler:glsl/deferred/lib/waving_blocks.glsl"
#define TEX_MAT3(mat4In) mat3(mat4In[0].xyw,mat4In[1].xyw,mat4In[3].xyw)
void main() {
#ifdef DO_SHADOW_ALPHA_TEST
#ifdef COMPILE_TEXTURE_ATTRIB
vec3 v_textureTmp3f = TEX_MAT3(u_textureMat4f01) * vec3(a_texture2f, 1.0);
v_texture2f = v_textureTmp3f.xy / v_textureTmp3f.z;
#endif
#endif
#ifdef DO_COMPILE_STATE_WAVING_BLOCKS
vec4 pos = vec4(a_position3f, 1.0);
#ifdef COMPILE_NORMAL_ATTRIB
float blockId = floor((a_normal4f.w + 1.0) * 127.0 + 0.5);
#else
float blockId = u_blockConstant1f;
#endif
#ifdef COMPILE_ENABLE_LIGHTMAP
#ifdef COMPILE_LIGHTMAP_ATTRIB
mat4x2 texMat4x2 = mat4x2(
u_textureMat4f02[0].yw,
u_textureMat4f02[1].yw,
u_textureMat4f02[2].yw,
u_textureMat4f02[3].yw
);
vec2 v_lightmapTmp2f = texMat4x2 * vec4(a_lightmap2f, 0.0, 1.0);
v_lightmapTmp2f.x = v_lightmapTmp2f.x / v_lightmapTmp2f.y;
#else
vec2 v_lightmapTmp2f = vec2(u_textureCoords02.y, 0.0);
#endif
if(v_lightmapTmp2f.x > 0.33) {
COMPUTE_WAVING_BLOCKS(pos, min(v_lightmapTmp2f.x * 3.0 - 1.0, 1.0), 24.0, blockId, u_modelMatrix4f, u_viewMatrix4f, u_modelviewProjMat4f, u_wavingBlockOffset3f, u_wavingBlockParam4f)
}else {
pos = u_modelviewProjMat4f * pos;
}
#else
COMPUTE_WAVING_BLOCKS(pos, 1.0, 32.0, blockId, u_modelMatrix4f, u_viewMatrix4f, u_modelviewProjMat4f, u_wavingBlockOffset3f, u_wavingBlockParam4f)
#endif
gl_Position = pos;
#else
gl_Position = u_modelviewProjMat4f * vec4(a_position3f, 1.0);
#endif
}