forked from asalga/XB-PointStream
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cartoon.vs
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cartoon.vs
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uniform bool uOutline;
varying vec4 frontColor;
attribute vec3 ps_Vertex;
attribute vec3 ps_Normal;
attribute vec4 ps_Color;
uniform float ps_PointSize;
uniform vec3 ps_Attenuation;
uniform mat4 ps_ModelViewMatrix;
uniform mat4 ps_ProjectionMatrix;
uniform mat4 ps_NormalMatrix;
void PointLight(inout float intensity, in vec3 ecPos, in vec3 vertNormal){
vec3 VP = -ecPos;
VP = normalize( VP );
intensity = max( 0.0, dot( vertNormal, VP ));
}
void main(void){
vec3 transNorm = vec3(ps_NormalMatrix * vec4(ps_Normal, 0.0));
vec4 ecPos4 = ps_ModelViewMatrix * vec4(ps_Vertex, 1.0);
vec3 ecPos = (vec3(ecPos4))/ecPos4.w;
float dist = length( ecPos4 );
float attn = ps_Attenuation[0] +
(ps_Attenuation[1] * dist) +
(ps_Attenuation[2] * dist * dist);
gl_PointSize = attn > 0.0 ? ps_PointSize * sqrt(1.0/attn) : 1.0;
if(uOutline == false){
float intensity = 0.0;
PointLight(intensity, ecPos, transNorm);
if(intensity <= 0.5){ intensity = 0.3;}
else if(intensity <= 0.8){
intensity = 0.6;
}
else if(intensity <= 1.0){
intensity = 1.0;
}
frontColor = ps_Color * vec4(intensity, intensity, intensity, 1.0);
if(frontColor == vec4(0.0, 0.0, 0.0, 1.0)){
frontColor = vec4(0.15, 0.15, 0.15, 1.0);
}
gl_Position = ps_ProjectionMatrix * ecPos4;
}
else{
float intensity = 0.0;
PointLight(intensity, ecPos, transNorm);
frontColor = vec4(0.0, 0.0, 0.0, 1.0);
if(intensity > 0.0){
gl_PointSize = 0.0;
gl_Position = ps_ProjectionMatrix * ps_ModelViewMatrix * vec4(0.0,0.0,0.0,1.0);
}
else{
gl_PointSize = 4.0;
gl_Position = ps_ProjectionMatrix * ps_ModelViewMatrix * vec4(ps_Vertex + ps_Normal/5.0, 1.0);
}
}
}