<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // skin_model_fade.vert // vertex shader // // Created by Olivier Prat on 06/045/17. // Copyright 2017 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include gpu/Inputs.slh@> <@include gpu/Color.slh@> <@include gpu/Transform.slh@> <$declareStandardTransform()$> <@include Skinning.slh@> <$declareUseDualQuaternionSkinning()$> <@include MaterialTextures.slh@> <$declareMaterialTexMapArrayBuffer()$> out vec4 _positionES; out vec2 _texCoord0; out vec2 _texCoord1; out vec3 _normalWS; out vec3 _color; out float _alpha; out vec4 _positionWS; void main(void) { vec4 position = vec4(0.0, 0.0, 0.0, 0.0); vec3 interpolatedNormal = vec3(0.0, 0.0, 0.0); skinPositionNormal(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, position, interpolatedNormal); // pass along the color _color = color_sRGBToLinear(inColor.rgb); _alpha = inColor.a; TexMapArray texMapArray = getTexMapArray(); <$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$> <$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$> // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$> <$transformModelToWorldPos(obj, position, _positionWS)$> <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normalWS.xyz)$> }