<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // skin_model.vert // vertex shader // // Created by Andrzej Kapolka on 10/14/13. // Copyright 2013 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/Transform.slh@> <$declareStandardTransform()$> const int MAX_TEXCOORDS = 2; const int MAX_CLUSTERS = 128; const int INDICES_PER_VERTEX = 4; uniform mat4 clusterMatrices[MAX_CLUSTERS]; uniform mat4 texcoordMatrices[MAX_TEXCOORDS]; attribute vec4 clusterIndices; attribute vec4 clusterWeights; // the interpolated normal varying vec4 normal; varying vec3 color; void main(void) { vec4 position = vec4(0.0, 0.0, 0.0, 0.0); normal = vec4(0.0, 0.0, 0.0, 0.0); for (int i = 0; i < INDICES_PER_VERTEX; i++) { mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])]; float clusterWeight = clusterWeights[i]; position += clusterMatrix * gl_Vertex * clusterWeight; normal += clusterMatrix * vec4(gl_Normal, 0.0) * clusterWeight; } // pass along the diffuse color color = gl_Color.xyz; // and the texture coordinates gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0); // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToClipPos(cam, obj, position, gl_Position)$> <$transformModelToEyeDir(cam, obj, normal.xyz, normal.xyz)$> normal = vec4(normalize(normal.xyz), 0.0); }