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uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;
varying vec3 vPosition;
varying vec3 viewVec;
void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
vec3 tangent;
vec3 binormal;
vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
if( length(c1)>length(c2) )
{
tangent = c1;
}
else
{
tangent = c2;
}
tangent = normalize(tangent);
//binormal = cross(gl_Normal, tangent);
//binormal = normalize(binormal);
vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);
float day = gl_Color.r;
float night = gl_Color.g;
float light_source = gl_Color.b;
/*color.r = mix(night, day, dayNightRatio);
color.g = color.r;
color.b = color.r;*/
float rg = mix(night, day, dayNightRatio);
rg += light_source * 1.5; // Make light sources brighter
float b = rg;
// Moonlight is blue
b += (day - night) / 13.0;
rg -= (day - night) / 13.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
// Artificial light is yellow-ish
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
color.r = rg;
color.g = rg;
color.b = b;
// Make sides and bottom darker than the top
color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5)
color *= 0.6;
//color *= 0.7;
color = sqrt(color); // Linear -> SRGB
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color;
gl_TexCoord[0] = gl_MultiTexCoord0;
vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
//vec3 t1 = normalize(gl_NormalMatrix * tangent1);
//vec3 b1 = cross(n1, t1);
vec3 v;
vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
vec3 vVec = -vVertex;
//v.x = dot(vVec, t1);
//v.y = dot(vVec, b1);
//v.z = dot(vVec, n1);
//viewVec = vVec;
viewVec = normalize(vec3(0.0, -0.4, 0.5));
//Vector representing the 0th texture coordinate passed to fragment shader
//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
// Transform the current vertex
//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
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