uniform mat4 u_boneMatrices[64]; attribute vec3 in_pos; attribute vec3 in_normal; attribute vec4 in_color; attribute vec2 in_tex0; attribute vec4 in_weights; attribute vec4 in_indices; varying vec4 v_color; varying vec2 v_tex0; varying float v_fog; void main(void) { vec3 SkinVertex = vec3(0.0, 0.0, 0.0); vec3 SkinNormal = vec3(0.0, 0.0, 0.0); for(int i = 0; i < 4; i++){ SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i]; SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i]; } vec4 V = u_world * vec4(SkinVertex, 1.0); gl_Position = u_proj * u_view * V; vec3 N = mat3(u_world) * SkinNormal; v_tex0 = in_tex0; v_color = in_color; v_color.rgb += u_ambLight.rgb*surfAmbient; v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse; v_color = clamp(v_color, 0.0, 1.0); v_color *= u_matColor; v_fog = DoFog(gl_Position.z); }