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scummvm-cursorfix/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
2026-02-02 04:50:13 +01:00

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in vec3 position;
in vec2 texcoord;
in vec3 normal;
uniform highp mat4 modelMatrix;
uniform highp mat4 viewMatrix;
uniform highp mat4 projMatrix;
uniform highp mat4 normalMatrix;
uniform vec4 ambientLight;
uniform vec4 diffuse;
uniform vec4 ambient;
uniform float fogStart;
uniform float fogEnd;
varying float fogFactor;
struct Light {
vec4 _position;
vec4 _direction;
vec4 _color;
float enabled;
};
const int maxLights = 8;
uniform Light lights[maxLights];
out vec2 Texcoord;
out vec4 Color;
out vec3 Normal;
void main() {
vec4 viewCoords = viewMatrix * modelMatrix * vec4(position, 1.0);
gl_Position = projMatrix * viewCoords;
Texcoord = texcoord;
Color = diffuse;
vec3 light = vec3(0.0, 0.0, 0.0);
vec3 normalEye = normalize((normalMatrix * vec4(normal, 0.0)).xyz);
float fogCoord = abs(viewCoords.z);
fogFactor = clamp((fogEnd - fogCoord) / (fogEnd - fogStart), 0.0, 1.0);
for (int i = 0; i < maxLights; ++i) {
if (lights[i].enabled < 0.0) {
continue;
}
float intensity = 1.0;
vec4 lightPosition = viewMatrix * lights[i]._position;
vec3 vertexToLight = lightPosition.xyz - viewCoords.xyz;
if (lights[i]._direction.w < 0.0) { // Spotlight
vec4 lightDirection = viewMatrix * vec4(lights[i]._direction.xyz, 0.0);
// See DirectX spotlight documentation
float cosAngle = -dot(normalize(vertexToLight), normalize(lightDirection.xyz)); // rho
float cosPenumbra = 0.968912; // cos(1 / 4)
float cosUmbra = 0.877582; // cos(1 / 2)
if (cosAngle <= cosPenumbra) {
if (cosAngle < cosUmbra || cosPenumbra == cosUmbra) {
intensity = 0.0;
} else {
intensity *= (cosAngle - cosUmbra) / (cosPenumbra - cosUmbra);
}
}
}
intensity *= max(0.0, dot(normalEye, normalize(vertexToLight)));
light += lights[i]._color.rgb * intensity;
}
Color.rgb *= light;
Color.rgb += ambient.rgb * ambientLight.rgb;
Color.rgb = clamp(Color.rgb, 0.0, 1.0);
}