stk-code_catmod/data/shaders/skinning.vert
vincentlj fa068d7810 OGL32CTX: Ask #version 130 for all our shaders
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14919 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2014-01-05 00:08:00 +00:00

82 lines
2.4 KiB
GLSL

// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2013 the SuperTuxKart team
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
// skinning.vert
#version 130
#define MAX_JOINT_NUM 36
#define MAX_LIGHT_NUM 8
uniform mat4 JointTransform[MAX_JOINT_NUM];
void main()
{
int index;
vec4 ecPos;
vec3 normal;
vec3 light_dir;
float n_dot_l;
float dist;
mat4 ModelTransform = gl_ModelViewProjectionMatrix;
index = int(gl_Color.r * 255.99);
mat4 vertTran = JointTransform[index - 1];
index = int(gl_Color.g * 255.99);
if(index > 0)
vertTran += JointTransform[index - 1];
index = int(gl_Color.b * 255.99);
if(index > 0)
vertTran += JointTransform[index - 1];
index = int(gl_Color.a * 255.99);
if(index > 0)
vertTran += JointTransform[index - 1];
ecPos = gl_ModelViewMatrix * vertTran * gl_Vertex;
normal = (vertTran * vec4(gl_Normal, 0.0)).xyz;
normal = normalize(gl_NormalMatrix * normal);
gl_FrontColor = vec4(0,0,0,0);
for(int i = 0;i < MAX_LIGHT_NUM;i++)
{
light_dir = vec3(gl_LightSource[i].position-ecPos);
n_dot_l = max(dot(normal, normalize(light_dir)), 0.0);
dist = length(light_dir);
n_dot_l *= 1.0 / (gl_LightSource[0].constantAttenuation + gl_LightSource[0].linearAttenuation * dist);
gl_FrontColor += gl_LightSource[i].diffuse * n_dot_l;
}
gl_FrontColor = clamp(gl_FrontColor,0.3,1.0);
ModelTransform *= vertTran;
gl_Position = ModelTransform * gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
/*
// Reflections.
vec3 r = reflect( ecPos.xyz , normal );
float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
gl_TexCoord[1].s = r.x/m + 0.5;
gl_TexCoord[1].t = r.y/m + 0.5;
*/
}