#line 2 /* * Copyright (c) 2023 lax1dude. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ in vec3 a_position3f; #if defined(COMPILE_ENABLE_ALPHA_TEST) && defined(COMPILE_ENABLE_TEXTURE2D) #define DO_SHADOW_ALPHA_TEST #endif #ifdef DO_SHADOW_ALPHA_TEST #ifdef COMPILE_TEXTURE_ATTRIB in vec2 a_texture2f; out vec2 v_texture2f; uniform mat4 u_textureMat4f01; #endif #endif uniform mat4 u_modelviewProjMat4f; #ifdef COMPILE_STATE_WAVING_BLOCKS #ifdef COMPILE_NORMAL_ATTRIB in vec4 a_normal4f; #else uniform float u_blockConstant1f; #endif #ifdef COMPILE_ENABLE_LIGHTMAP #ifdef COMPILE_LIGHTMAP_ATTRIB in vec2 a_lightmap2f; uniform mat4 u_textureMat4f02; #else uniform vec2 u_textureCoords02; #endif #endif uniform mat4 u_modelMatrix4f; uniform mat4 u_viewMatrix4f; uniform vec3 u_wavingBlockOffset3f; uniform vec4 u_wavingBlockParam4f; #define DO_COMPILE_STATE_WAVING_BLOCKS #define FAKE_SIN(valueIn, valueOut)\ valueOut = abs(1.0 - fract(valueIn * 0.159155) * 2.0);\ valueOut = valueOut * valueOut * (3.0 - 2.0 * valueOut) * 2.0 - 1.0; #define LIB_INCLUDE_WAVING_BLOCKS_FUNCTION #endif #EAGLER INCLUDE (2) "eagler:glsl/deferred/lib/waving_blocks.glsl" #define TEX_MAT3(mat4In) mat3(mat4In[0].xyw,mat4In[1].xyw,mat4In[3].xyw) void main() { #ifdef DO_SHADOW_ALPHA_TEST #ifdef COMPILE_TEXTURE_ATTRIB vec3 v_textureTmp3f = TEX_MAT3(u_textureMat4f01) * vec3(a_texture2f, 1.0); v_texture2f = v_textureTmp3f.xy / v_textureTmp3f.z; #endif #endif #ifdef DO_COMPILE_STATE_WAVING_BLOCKS vec4 pos = vec4(a_position3f, 1.0); #ifdef COMPILE_NORMAL_ATTRIB float blockId = floor((a_normal4f.w + 1.0) * 127.0 + 0.5); #else float blockId = u_blockConstant1f; #endif #ifdef COMPILE_ENABLE_LIGHTMAP #ifdef COMPILE_LIGHTMAP_ATTRIB mat4x2 texMat4x2 = mat4x2( u_textureMat4f02[0].yw, u_textureMat4f02[1].yw, u_textureMat4f02[2].yw, u_textureMat4f02[3].yw ); vec2 v_lightmapTmp2f = texMat4x2 * vec4(a_lightmap2f, 0.0, 1.0); v_lightmapTmp2f.x = v_lightmapTmp2f.x / v_lightmapTmp2f.y; #else vec2 v_lightmapTmp2f = vec2(u_textureCoords02.y, 0.0); #endif if(v_lightmapTmp2f.x > 0.33) { COMPUTE_WAVING_BLOCKS(pos, min(v_lightmapTmp2f.x * 3.0 - 1.0, 1.0), 24.0, blockId, u_modelMatrix4f, u_viewMatrix4f, u_modelviewProjMat4f, u_wavingBlockOffset3f, u_wavingBlockParam4f) }else { pos = u_modelviewProjMat4f * pos; } #else COMPUTE_WAVING_BLOCKS(pos, 1.0, 32.0, blockId, u_modelMatrix4f, u_viewMatrix4f, u_modelviewProjMat4f, u_wavingBlockOffset3f, u_wavingBlockParam4f) #endif gl_Position = pos; #else gl_Position = u_modelviewProjMat4f * vec4(a_position3f, 1.0); #endif }