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/**
* @file avatarV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
attribute vec4 clothing; //4
attribute vec4 gWindDir; //7
attribute vec4 gSinWaveParams; //3
attribute vec4 gGravity; //5
const vec4 gMinMaxConstants = vec4(1.0, 0.166666, 0.0083143, .00018542); // #minimax-generated coefficients
const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); // # {1/2PI, 2PI, PI, PI/2}
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
vec4 pos;
mat4 trans = getSkinnedTransform();
vec3 norm;
norm.x = dot(trans[0].xyz, gl_Normal);
norm.y = dot(trans[1].xyz, gl_Normal);
norm.z = dot(trans[2].xyz, gl_Normal);
norm = normalize(norm);
//wind
vec4 windEffect;
windEffect = vec4(dot(norm, gWindDir.xyz));
pos.x = dot(trans[2].xyz, gl_Vertex.xyz);
windEffect.xyz = pos.x * vec3(0.015, 0.015, 0.015)
+ windEffect.xyz;
windEffect.w = windEffect.w * 2.0 + 1.0; // move wind offset value to [-1, 3]
windEffect.w = windEffect.w*gWindDir.w; // modulate wind strength
windEffect.xyz = windEffect.xyz*gSinWaveParams.xyz
+vec3(gSinWaveParams.w); // use sin wave params to scale and offset input
//reduce to period of 2 PI
vec4 temp1, temp0, temp2, offsetPos;
temp1.xyz = windEffect.xyz * gPiConstants.x; // change input as multiple of [0-2PI] to [0-1]
temp0.y = mod(temp1.x,1.0);
windEffect.x = temp0.y * gPiConstants.y; // scale from [0,1] to [0, 2PI]
temp1.z = temp1.z - gPiConstants.w; // shift normal oscillation by PI/2
temp0.y = mod(temp1.z,1.0);
windEffect.z = temp0.y * gPiConstants.y; // scale from [0,1] to [0, 2PI]
windEffect.xyz = windEffect.xyz + vec3(-3.141592); // offset to [-PI, PI]
//calculate sinusoid
vec4 sinWave;
temp1 = windEffect*windEffect;
sinWave = -temp1 * gMinMaxConstants.w
+ vec4(gMinMaxConstants.z); // y = -(x^2)/7! + 1/5!
sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.y); // y = -(x^2) * (-(x^2)/7! + 1/5!) + 1/3!
sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.x); // y = -(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1
sinWave = sinWave * windEffect; // y = x * (-(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1)
// sinWave.x holds sin(norm . wind_direction) with primary frequency
// sinWave.y holds sin(norm . wind_direction) with secondary frequency
// sinWave.z hold cos(norm . wind_direction) with primary frequency
sinWave.xyz = sinWave.xyz * gWindDir.w
+ vec3(windEffect.w); // multiply by wind strength in gWindDir.w [-wind, wind]
// add normal facing bias offset [-wind,wind] -> [-wind - .25, wind + 1]
temp1 = vec4(dot(norm, gGravity.xyz)); // how much is this normal facing in direction of gGravity?
temp1 = min(temp1, vec4(0.2,0.0,0.0,0.0)); // clamp [-1, 1] to [-1, 0.2]
temp1 = temp1*vec4(1.5,0.0,0.0,0.0); // scale from [-1,0.2] to [-1.5, 0.3]
sinWave.x = sinWave.x + temp1.x; // add gGravity effect to sinwave (only primary frequency)
sinWave.xyz = sinWave.xyz * clothing.w; // modulate by clothing coverage
sinWave.xyz = max(sinWave.xyz, vec3(-1.0, -1.0, -1.0)); // clamp to underlying body shape
offsetPos = clothing * sinWave.x; // multiply wind effect times clothing displacement
temp2 = gWindDir*sinWave.z + vec4(norm,0); // calculate normal offset due to wind oscillation
offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+gl_Vertex; // add to offset vertex position, and zero out effect from w
norm += temp2.xyz*2.0; // add sin wave effect on normals (exaggerated)
//add "backlighting" effect
float colorAcc;
colorAcc = 1.0 - clothing.w;
norm.z -= colorAcc * 0.2;
//renormalize normal (again)
norm = normalize(norm);
pos.x = dot(trans[0], offsetPos);
pos.y = dot(trans[1], offsetPos);
pos.z = dot(trans[2], offsetPos);
pos.w = 1.0;
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0));
gl_FrontColor = color;
gl_Position = gl_ProjectionMatrix * pos;
gl_TexCoord[2] = vec4(pos.xyz, 1.0);
}
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