stk-code_catmod/data/shaders/water.vert
auria f33cbb8dc0 Add WIP water shader. Not yet used because not satisfying
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10740 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-01-29 02:55:52 +00:00

48 lines
1.3 KiB
GLSL

// Shader based on work by Fabien Sanglard
// Released under the terms of CC-BY 3.0
varying vec3 lightVec;
varying vec3 halfVec;
varying vec3 eyeVec;
uniform vec3 lightdir;
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
// Building the matrix Eye Space -> Tangent Space
vec3 n = normalize (gl_NormalMatrix * gl_Normal);
// gl_MultiTexCoord1.xyz
vec3 t = normalize (gl_NormalMatrix * vec3(1.0, 0.0, 0.0)); // tangent
vec3 b = cross (n, t);
vec3 vertexPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
// transform light and half angle vectors by tangent basis
vec3 v;
v.x = dot (lightdir, t);
v.y = dot (lightdir, b);
v.z = dot (lightdir, n);
lightVec = normalize (v);
vertexPosition = normalize(vertexPosition);
eyeVec = normalize(-vertexPosition); // we are in Eye Coordinates, so EyePos is (0,0,0)
// Normalize the halfVector to pass it to the fragment shader
// No need to divide by two, the result is normalized anyway.
// vec3 halfVector = normalize((vertexPosition + lightDir) / 2.0);
vec3 halfVector = normalize(vertexPosition + lightdir);
v.x = dot (halfVector, t);
v.y = dot (halfVector, b);
v.z = dot (halfVector, n);
// No need to normalize, t,b,n and halfVector are normal vectors.
//normalize (v);
halfVec = v ;
gl_Position = ftransform();
}