blockbench/js/shaders/layered.vert.glsl
2025-03-06 22:42:41 +01:00

41 lines
644 B
GLSL

attribute float highlight;
uniform bool SHADE;
varying vec2 vUv;
varying float light;
varying float lift;
float AMBIENT = 0.5;
float XFAC = -0.15;
float ZFAC = 0.05;
void main()
{
if (SHADE) {
vec3 N = normalize( vec3( modelMatrix * vec4(normal, 0.0) ) );
float yLight = (1.0+N.y) * 0.5;
light = yLight * (1.0-AMBIENT) + N.x*N.x * XFAC + N.z*N.z * ZFAC + AMBIENT;
} else {
light = 1.0;
}
if (highlight == 2.0) {
lift = 0.22;
} else if (highlight == 1.0) {
lift = 0.1;
} else {
lift = 0.0;
}
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}