64 lines
1.5 KiB
GLSL
64 lines
1.5 KiB
GLSL
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// skinning.vert
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#define MAX_JOINT_NUM 36
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#define MAX_LIGHT_NUM 8
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uniform mat4 JointTransform[MAX_JOINT_NUM];
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void main()
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{
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int index;
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vec4 ecPos;
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vec3 normal;
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vec3 light_dir;
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float n_dot_l;
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float dist;
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mat4 ModelTransform = gl_ModelViewProjectionMatrix;
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index = int(gl_Color.r * 255.99);
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mat4 vertTran = JointTransform[index - 1];
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index = int(gl_Color.g * 255.99);
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if(index > 0)
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vertTran += JointTransform[index - 1];
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index = int(gl_Color.b * 255.99);
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if(index > 0)
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vertTran += JointTransform[index - 1];
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index = int(gl_Color.a * 255.99);
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if(index > 0)
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vertTran += JointTransform[index - 1];
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ecPos = gl_ModelViewMatrix * vertTran * gl_Vertex;
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normal = normalize(gl_NormalMatrix * mat3(vertTran) * gl_Normal);
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gl_FrontColor = vec4(0,0,0,0);
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for(int i = 0;i < MAX_LIGHT_NUM;i++)
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{
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light_dir = vec3(gl_LightSource[i].position-ecPos);
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n_dot_l = max(dot(normal, normalize(light_dir)), 0.0);
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dist = length(light_dir);
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n_dot_l *= 1.0 / (gl_LightSource[0].constantAttenuation + gl_LightSource[0].linearAttenuation * dist);
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gl_FrontColor += gl_LightSource[i].diffuse * n_dot_l;
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}
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gl_FrontColor = clamp(gl_FrontColor,0.3,1.0);
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ModelTransform *= vertTran;
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gl_Position = ModelTransform * gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[1] = gl_MultiTexCoord1;
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/*
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// Reflections.
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vec3 r = reflect( ecPos.xyz , normal );
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float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
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gl_TexCoord[1].s = r.x/m + 0.5;
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gl_TexCoord[1].t = r.y/m + 0.5;
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*/
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}
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