overte/interface/resources/shaders/skin_model_normal_map.vert
2013-10-31 17:01:00 -07:00

50 lines
1.5 KiB
GLSL

#version 120
//
// skin_model_normal_map.vert
// vertex shader
//
// Created by Andrzej Kapolka on 10/29/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
const int MAX_CLUSTERS = 128;
const int INDICES_PER_VERTEX = 4;
uniform mat4 clusterMatrices[MAX_CLUSTERS];
// the tangent vector
attribute vec3 tangent;
attribute vec4 clusterIndices;
attribute vec4 clusterWeights;
// the interpolated normal
varying vec4 interpolatedNormal;
// the interpolated tangent
varying vec4 interpolatedTangent;
void main(void) {
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
interpolatedNormal = vec4(0.0, 0.0, 0.0, 0.0);
interpolatedTangent = 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;
interpolatedNormal += clusterMatrix * vec4(gl_Normal, 0.0) * clusterWeight;
interpolatedTangent += clusterMatrix * vec4(tangent, 0.0) * clusterWeight;
}
position = gl_ModelViewProjectionMatrix * position;
interpolatedNormal = gl_ModelViewMatrix * interpolatedNormal;
interpolatedTangent = gl_ModelViewMatrix * interpolatedTangent;
// pass along the vertex color
gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);
// and the texture coordinates
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = position;
}