53 lines
1.2 KiB
GLSL
53 lines
1.2 KiB
GLSL
uniform vec4 u_amb;
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uniform vec4 u_emiss;
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#define surfEmissive (u_surfProps.w)
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#define vertContrast (1.5)
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#define vertBrightness (0.25)
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#define ambientContrast (1.2)
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#define ambientBrightness (0.1)
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#define emissiveContrast (1.25)
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#define emissiveBrightness (0.05)
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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 float v_fog;
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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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vec4 vertCol = in_color;
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vec4 amb = u_amb;
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vec4 emiss = u_emiss;
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vertCol.xyz = ((vertCol.xyz - 0.5) * max(vertContrast, 0.0)) + 0.5;
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vertCol.xyz += vertBrightness;
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vertCol.xyz = max(vertCol.xyz, vec3(0.0,0.0,0.0));
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amb.xyz = ((amb.xyz - 0.5) * max(ambientContrast, 0.0)) + 0.5;
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amb.xyz += ambientBrightness;
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amb.xyz = max(amb.xyz, vec3(0.0,0.0,0.0));
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emiss.xyz = ((emiss.xyz - 0.5) * max(emissiveContrast, 0.0)) + 0.5;
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emiss.xyz += emissiveBrightness;
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emiss.xyz = max(emiss.xyz, vec3(0.0,0.0,0.0));
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v_color.xyz = emiss.xyz + (vertCol.xyz * amb.xyz);
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v_color.w = vertCol.w;
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v_color = clamp(v_color, 0.0, 1.0);
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v_color.a *= u_matColor.a;
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v_fog = DoFog(gl_Position.w);
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}
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