overte/interface/resources/shaders/skin_model.vert
2014-11-24 15:38:12 -08:00

46 lines
1.3 KiB
GLSL

#version 120
//
// 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
//
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;
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;
}
normal = normalize(gl_ModelViewMatrix * normal);
// pass along the diffuse color
gl_FrontColor = gl_FrontMaterial.diffuse;
// and the texture coordinates
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
gl_Position = gl_ModelViewProjectionMatrix * position;
}