mobile vehicle rendering
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42
src/extras/shaders/leedsVehicle_mobile.vert
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42
src/extras/shaders/leedsVehicle_mobile.vert
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uniform vec4 u_amb;
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uniform vec4 u_emiss;
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VSIN(ATTRIB_POS) vec3 in_pos;
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VSOUT vec4 v_color;
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VSOUT vec2 v_tex0;
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VSOUT vec2 v_tex1;
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VSOUT float v_fog;
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VSOUT vec2 v_reflData;
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#define v_NdotV (v_reflData.x)
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#define v_lightingCont (v_reflData.y)
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void
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main(void)
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{
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vec4 Vertex = u_world * vec4(in_pos, 1.0);
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gl_Position = u_proj * u_view * Vertex;
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vec3 Normal = mat3(u_world) * in_normal;
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v_tex0 = in_tex0;
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vec3 ViewNormal = mat3(u_view) * Normal;
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v_tex1 = (ViewNormal.xy + vec2(1.0, 1.0))*0.5;
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v_color = in_color;
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vec4 combinedAmbient = mix(u_emiss, u_amb, Normal.z);
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// v_color.rgb += u_ambLight.rgb*surfAmbient;
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v_color.rgb += combinedAmbient.rgb*surfAmbient;
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v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
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v_lightingCont = max(0.5, (v_color.r + v_color.g + v_color.b) / 3.0);
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// v_color = clamp(v_color, 0.0, 1.0);
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v_color *= u_matColor;
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// for fresnel
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vec3 camPos = -u_view[3].xyz * mat3(u_view);
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vec3 viewVec = normalize(Vertex.xyz - camPos);
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v_NdotV = 1.0 - dot(-Normal.xyz, viewVec.xyz);
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v_fog = DoFog(gl_Position.w);
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}
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