precision highp float; // Attributes attribute vec3 position; attribute vec3 normal; #ifdef UV1 attribute vec2 uv; #endif #ifdef UV2 attribute vec2 uv2; #endif #ifdef VERTEXCOLOR attribute vec4 color; #endif #ifdef BONES attribute vec4 matricesIndices; attribute vec4 matricesWeights; #endif // Uniforms uniform float furLength; uniform float furAngle; #ifdef HIGHLEVEL uniform float furOffset; uniform vec3 furGravity; uniform float furTime; uniform float furSpacing; #endif #ifdef HEIGHTMAP uniform sampler2D heightTexture; #endif #ifdef HIGHLEVEL varying vec2 vFurUV; #endif #ifdef INSTANCES attribute vec4 world0; attribute vec4 world1; attribute vec4 world2; attribute vec4 world3; #else uniform mat4 world; #endif uniform mat4 view; uniform mat4 viewProjection; #ifdef DIFFUSE varying vec2 vDiffuseUV; uniform mat4 diffuseMatrix; uniform vec2 vDiffuseInfos; #endif #ifdef BONES uniform mat4 mBones[BonesPerMesh]; #endif #ifdef POINTSIZE uniform float pointSize; #endif // Output varying vec3 vPositionW; #ifdef NORMAL varying vec3 vNormalW; #endif varying float vfur_length; #ifdef VERTEXCOLOR varying vec4 vColor; #endif #ifdef CLIPPLANE uniform vec4 vClipPlane; varying float fClipDistance; #endif #ifdef FOG varying float fFogDistance; #endif #ifdef SHADOWS #if defined(SPOTLIGHT0) || defined(DIRLIGHT0) uniform mat4 lightMatrix0; varying vec4 vPositionFromLight0; #endif #if defined(SPOTLIGHT1) || defined(DIRLIGHT1) uniform mat4 lightMatrix1; varying vec4 vPositionFromLight1; #endif #if defined(SPOTLIGHT2) || defined(DIRLIGHT2) uniform mat4 lightMatrix2; varying vec4 vPositionFromLight2; #endif #if defined(SPOTLIGHT3) || defined(DIRLIGHT3) uniform mat4 lightMatrix3; varying vec4 vPositionFromLight3; #endif #endif float Rand(vec3 rv) { float x = dot(rv, vec3(12.9898,78.233, 24.65487)); return fract(sin(x) * 43758.5453); } void main(void) { mat4 finalWorld; #ifdef INSTANCES finalWorld = mat4(world0, world1, world2, world3); #else finalWorld = world; #endif #ifdef BONES mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x; mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y; mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z; #ifdef BONES4 mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w; finalWorld = finalWorld * (m0 + m1 + m2 + m3); #else finalWorld = finalWorld * (m0 + m1 + m2); #endif #endif //FUR float r = Rand(position); #ifdef HEIGHTMAP vfur_length = furLength * texture2D(heightTexture, uv).rgb.x; #else vfur_length = (furLength * r); #endif vec3 tangent1 = vec3(normal.y, -normal.x, 0); vec3 tangent2 = vec3(-normal.z, 0, normal.x); r = Rand(tangent1 * r); float J = (2.0 + 4.0 * r); r = Rand(tangent2*r); float K = (2.0 + 2.0 * r); tangent1 = tangent1*J + tangent2 * K; tangent1 = normalize(tangent1); vec3 newPosition = position + normal * vfur_length*cos(furAngle) + tangent1 * vfur_length * sin(furAngle); #ifdef HIGHLEVEL // Compute fur data passed to the pixel shader vec3 forceDirection = vec3(0.0, 0.0, 0.0); forceDirection.x = sin(furTime + position.x * 0.05) * 0.2; forceDirection.y = cos(furTime * 0.7 + position.y * 0.04) * 0.2; forceDirection.z = sin(furTime * 0.7 + position.z * 0.04) * 0.2; vec3 displacement = vec3(0.0, 0.0, 0.0); displacement = furGravity + forceDirection; float displacementFactor = pow(furOffset, 3.0); vec3 aNormal = normal; aNormal.xyz += displacement * displacementFactor; newPosition = vec3(newPosition.x, newPosition.y, newPosition.z) + (normalize(aNormal) * furOffset * furSpacing); #endif #ifdef NORMAL #ifdef HIGHLEVEL vNormalW = normalize(normal * aNormal); #else vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0))); #endif #endif //END FUR gl_Position = viewProjection * finalWorld * vec4(newPosition, 1.0); vec4 worldPos = finalWorld * vec4(newPosition, 1.0); vPositionW = vec3(worldPos); // Texture coordinates #ifndef UV1 vec2 uv = vec2(0., 0.); #endif #ifndef UV2 vec2 uv2 = vec2(0., 0.); #endif #ifdef HIGHLEVEL vFurUV = uv * 20.0; #endif #ifdef DIFFUSE if (vDiffuseInfos.x == 0.) { vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0)); } else { vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0)); } #endif // Clip plane #ifdef CLIPPLANE fClipDistance = dot(worldPos, vClipPlane); #endif // Fog #ifdef FOG fFogDistance = (view * worldPos).z; #endif // Shadows #ifdef SHADOWS #if defined(SPOTLIGHT0) || defined(DIRLIGHT0) vPositionFromLight0 = lightMatrix0 * worldPos; #endif #if defined(SPOTLIGHT1) || defined(DIRLIGHT1) vPositionFromLight1 = lightMatrix1 * worldPos; #endif #if defined(SPOTLIGHT2) || defined(DIRLIGHT2) vPositionFromLight2 = lightMatrix2 * worldPos; #endif #if defined(SPOTLIGHT3) || defined(DIRLIGHT3) vPositionFromLight3 = lightMatrix3 * worldPos; #endif #endif // Vertex color #ifdef VERTEXCOLOR vColor = color; #endif // Point size #ifdef POINTSIZE gl_PointSize = pointSize; #endif }