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