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path: root/client/shaders/object_shader/opengl_vertex.glsl
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-rw-r--r--client/shaders/object_shader/opengl_vertex.glsl44
1 files changed, 44 insertions, 0 deletions
diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl
new file mode 100644
index 000000000..99b9b2709
--- /dev/null
+++ b/client/shaders/object_shader/opengl_vertex.glsl
@@ -0,0 +1,44 @@
+uniform mat4 mWorldViewProj;
+uniform mat4 mWorld;
+
+uniform vec3 eyePosition;
+uniform float animationTimer;
+
+varying vec3 vNormal;
+varying vec3 vPosition;
+varying vec3 worldPosition;
+
+varying vec3 eyeVec;
+varying vec3 lightVec;
+varying float vIDiff;
+
+const float e = 2.718281828459;
+const float BS = 10.0;
+
+float directional_ambient(vec3 normal)
+{
+ vec3 v = normal * normal;
+
+ if (normal.y < 0)
+ return dot(v, vec3(0.670820f, 0.447213f, 0.836660f));
+
+ return dot(v, vec3(0.670820f, 1.000000f, 0.836660f));
+}
+
+void main(void)
+{
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ vPosition = gl_Position.xyz;
+ vNormal = gl_Normal;
+ 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;
+ vIDiff = directional_ambient(normalize(gl_Normal));
+
+ gl_FrontColor = gl_BackColor = gl_Color;
+}