vtm/vtm/resources/assets/shaders/extrusion_layer_mesh.glsl
Hannes Janetzek 18f6784e81 add GLShader:
- load shaders from assets
- start to move shaders to asset files
2014-03-27 03:03:31 +01:00

51 lines
1.2 KiB
GLSL

uniform mat4 u_mvp;
uniform vec4 u_color;
uniform float u_alpha;
attribute vec4 a_pos;
attribute vec2 a_light;
varying vec4 color;
varying float depth;
const float alpha = 1.0;
void
main(){
// change height by u_alpha
vec4 pos = a_pos;
pos.z *= u_alpha;
gl_Position = u_mvp * pos;
// normalize face x/y direction
vec2 enc = (a_light / 255.0);
vec2 fenc = enc * 4.0 - 2.0;
float f = dot(fenc, fenc);
float g = sqrt(1.0 - f / 4.0);
vec3 r_norm;
r_norm.xy = fenc * g;
r_norm.z = 1.0 - f / 2.0;
// normal points up or down (1,-1)
//// float dir = 1.0 - (2.0 * abs(mod(a_light.x,2.0)));
// recreate face normal vector
/// vec3 r_norm = vec3(n.xy, dir * (1.0 - length(n.xy)));
vec3 light_dir = normalize(vec3(0.2, 0.2, 1.0));
float l = dot(r_norm, light_dir) * 0.8;
light_dir = normalize(vec3(-0.2, -0.2, 1.0));
l += dot(r_norm, light_dir) * 0.2;
// l = (l + (1.0 - r_norm.z))*0.5;
l = 0.4 + l * 0.6;
// extreme fake-ssao by height
l += (clamp(a_pos.z / 2048.0, 0.0, 0.1) - 0.05);
color = vec4(u_color.rgb * (clamp(l, 0.0, 1.0) * alpha), u_color.a * alpha);
}
$$
#ifdef GLES
precision mediump float;
#endif
varying vec4 color;
void
main(){
gl_FragColor = color;
}