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60 lines
1.9 KiB
GLSL
60 lines
1.9 KiB
GLSL
#version 120
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//
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// skin_model_normal_map.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 10/29/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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const int MAX_CLUSTERS = 128;
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const int INDICES_PER_VERTEX = 4;
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uniform mat4 clusterMatrices[MAX_CLUSTERS];
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// the tangent vector
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attribute vec3 tangent;
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attribute vec4 clusterIndices;
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attribute vec4 clusterWeights;
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// the interpolated position
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varying vec4 interpolatedPosition;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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// the interpolated tangent
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varying vec4 interpolatedTangent;
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void main(void) {
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interpolatedPosition = vec4(0.0, 0.0, 0.0, 0.0);
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interpolatedNormal = vec4(0.0, 0.0, 0.0, 0.0);
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interpolatedTangent = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < INDICES_PER_VERTEX; i++) {
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mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])];
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float clusterWeight = clusterWeights[i];
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interpolatedPosition += clusterMatrix * gl_Vertex * clusterWeight;
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interpolatedNormal += clusterMatrix * vec4(gl_Normal, 0.0) * clusterWeight;
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interpolatedTangent += clusterMatrix * vec4(tangent, 0.0) * clusterWeight;
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}
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interpolatedPosition = gl_ModelViewMatrix * interpolatedPosition;
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interpolatedNormal = gl_ModelViewMatrix * interpolatedNormal;
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interpolatedTangent = gl_ModelViewMatrix * interpolatedTangent;
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// pass along the vertex color
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gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);
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// and the texture coordinates
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gl_TexCoord[0] = gl_MultiTexCoord0;
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// and the shadow texture coordinates
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gl_TexCoord[1] = vec4(dot(gl_EyePlaneS[0], interpolatedPosition), dot(gl_EyePlaneT[0], interpolatedPosition),
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dot(gl_EyePlaneR[0], interpolatedPosition), 1.0);
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gl_Position = gl_ProjectionMatrix * interpolatedPosition;
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}
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