rk_island/game/shaders/tests_opengles.vert

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// Copyright (C) 2022 RozK
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#version 320 es
precision highp float;
#include "include/vertex_format.glsl"
#include "include/camera.glsl"
#include "include/common.glsl"
layout(location = 3) in vec3 i_translation; // per mesh, model space -> world space
layout(location = 4) in mat3 i_orientation; // per mesh, model space -> world space
void main(void) {
vec4 world_position = vec4(i_translation + i_orientation * a_position, 1.0);
float weight = max(0.0, 1.0 - world_position.z * c_weight_scale);
vec3 world_normal = i_orientation * a_normal;
vec2 terrain_coords = c_terrain_shift + world_position.xy * c_terrain_scale;
world_position.z += texture(u_height_sampler, terrain_coords).r;
vec4 view_position = u_view * world_position;
vec3 terrain_normal = normalize(c_normal_shift + texture(u_normal_sampler, terrain_coords).rgb * c_normal_scale);
world_normal = mat3(cross(c_world_forward, terrain_normal), c_world_forward, terrain_normal) * world_normal;
v_position = view_position;
v_normal = u_view * vec4(world_normal, 0.0);
v_terrain_normal = vec4((u_view * vec4(terrain_normal, 0.0)).xyz, weight);
v_texcoord = vec4(a_texcoord.st * c_st_scale, a_texcoord.p, a_texcoord.p + 1.0);
gl_Position = u_projection * view_position;
}