1uniform mat4 mWorldViewProj;
2uniform mat4 mInvWorld;
3uniform mat4 mTransWorld;
4uniform mat4 mWorld;
5
6uniform float dayNightRatio;
7uniform vec3 eyePosition;
8uniform float animationTimer;
9
10varying vec3 vPosition;
11varying vec3 worldPosition;
12
13varying vec3 eyeVec;
14varying vec3 lightVec;
15varying vec3 tsEyeVec;
16varying vec3 tsLightVec;
17
18const float e = 2.718281828459;
19const float BS = 10.0;
20
21float smoothCurve( float x ) {
22  return x * x *( 3.0 - 2.0 * x );
23}
24float triangleWave( float x ) {
25  return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
26}
27float smoothTriangleWave( float x ) {
28  return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
29}
30
31void main(void)
32{
33	gl_TexCoord[0] = gl_MultiTexCoord0;
34
35#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
36	vec4 pos = gl_Vertex;
37	pos.y -= 2.0;
38	pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
39		+ sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
40	gl_Position = mWorldViewProj * pos;
41#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
42	vec4 pos = gl_Vertex;
43	vec4 pos2 = mWorld * gl_Vertex;
44	pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
45	pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
46	pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
47	gl_Position = mWorldViewProj * pos;
48#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
49	vec4 pos = gl_Vertex;
50	vec4 pos2 = mWorld * gl_Vertex;
51	if (gl_TexCoord[0].y < 0.05) {
52	pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
53			pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
54	}
55	gl_Position = mWorldViewProj * pos;
56#else
57	gl_Position = mWorldViewProj * gl_Vertex;
58#endif
59
60	vPosition = gl_Position.xyz;
61	worldPosition = (mWorld * gl_Vertex).xyz;
62	vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
63
64	vec3 normal, tangent, binormal;
65	normal = normalize(gl_NormalMatrix * gl_Normal);
66	if (gl_Normal.x > 0.5) {
67		//  1.0,  0.0,  0.0
68		tangent  = normalize(gl_NormalMatrix * vec3( 0.0,  0.0, -1.0));
69		binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0,  0.0));
70	} else if (gl_Normal.x < -0.5) {
71		// -1.0,  0.0,  0.0
72		tangent  = normalize(gl_NormalMatrix * vec3( 0.0,  0.0,  1.0));
73		binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0,  0.0));
74	} else if (gl_Normal.y > 0.5) {
75		//  0.0,  1.0,  0.0
76		tangent  = normalize(gl_NormalMatrix * vec3( 1.0,  0.0,  0.0));
77		binormal = normalize(gl_NormalMatrix * vec3( 0.0,  0.0,  1.0));
78	} else if (gl_Normal.y < -0.5) {
79		//  0.0, -1.0,  0.0
80		tangent  = normalize(gl_NormalMatrix * vec3( 1.0,  0.0,  0.0));
81		binormal = normalize(gl_NormalMatrix * vec3( 0.0,  0.0,  1.0));
82	} else if (gl_Normal.z > 0.5) {
83		//  0.0,  0.0,  1.0
84		tangent  = normalize(gl_NormalMatrix * vec3( 1.0,  0.0,  0.0));
85		binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0,  0.0));
86	} else if (gl_Normal.z < -0.5) {
87		//  0.0,  0.0, -1.0
88		tangent  = normalize(gl_NormalMatrix * vec3(-1.0,  0.0,  0.0));
89		binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0,  0.0));
90	}
91	mat3 tbnMatrix = mat3(	tangent.x, binormal.x, normal.x,
92							tangent.y, binormal.y, normal.y,
93							tangent.z, binormal.z, normal.z);
94
95	lightVec = sunPosition - worldPosition;
96	tsLightVec = lightVec * tbnMatrix;
97	eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
98	tsEyeVec = eyeVec * tbnMatrix;
99
100	gl_FrontColor = gl_BackColor = gl_Color;
101}
102