/* * Bael'Zharon's Respite * Copyright (C) 2014 Daniel Skorupski * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #version 410 core layout(location = 0) in vec3 vertexPosition; layout(location = 1) in vec2 terrainTexCoord; layout(location = 2) in vec4 terrainInfo1; layout(location = 3) in vec4 terrainInfo2; layout(location = 4) in vec4 terrainInfo3; layout(location = 5) in vec4 terrainInfo4; layout(location = 6) in vec4 terrainInfo5; out FragmentData { vec3 position; vec2 normalTexCoord; vec2 terrainTexCoord; vec4 terrainInfo1; vec4 terrainInfo2; vec4 terrainInfo3; vec4 terrainInfo4; vec4 terrainInfo5; } fragData; #include "graphics/shaders/LandCommon.glsl" const float WORLD_RADIUS = 10000.0; void main() { vec4 modelPos = vec4(vertexPosition, 1.0); vec4 worldPos = worldMatrix * modelPos; float angle = atan(distance(worldPos.xy, cameraPosition.xy) / WORLD_RADIUS); worldPos.z = worldPos.z - WORLD_RADIUS * (1.0 - cos(angle)); gl_Position = projectionMatrix * viewMatrix * worldPos; fragData.position = (viewMatrix * worldPos).xyz; fragData.normalTexCoord = modelPos.xy / 192.0; fragData.terrainTexCoord = terrainTexCoord; fragData.terrainInfo1 = terrainInfo1; fragData.terrainInfo2 = terrainInfo2; fragData.terrainInfo3 = terrainInfo3; fragData.terrainInfo4 = terrainInfo4; fragData.terrainInfo5 = terrainInfo5; }