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47 lines
1.4 KiB
Text
Executable file
47 lines
1.4 KiB
Text
Executable file
<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// skin_model.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 10/14/13.
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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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<@include gpu/Inputs.slh@>
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<@include gpu/Color.slh@>
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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<@include Skinning.slh@>
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uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
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out vec4 _position;
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out vec2 _texCoord0;
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out vec3 _normal;
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out vec3 _color;
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void main(void) {
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vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
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vec3 interpolatedNormal = vec3(0.0, 0.0, 0.0);
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skinPositionNormal(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, position, interpolatedNormal);
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// pass along the diffuse color
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_color = colorToLinearRGB(inColor.rgb);
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// and the texture coordinates
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_texCoord0 = (texcoordMatrices[0] * vec4(inTexCoord0.st, 0.0, 1.0)).st;
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
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<$transformModelToEyeDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
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_normal = interpolatedNormal.xyz;
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}
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