73f9779324
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14738 178a84e3-b1eb-0310-8ba1-8eac791a3b58
82 lines
2.4 KiB
GLSL
82 lines
2.4 KiB
GLSL
// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2013 the SuperTuxKart team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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 = (vertTran * vec4(gl_Normal, 0.0)).xyz;
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normal = normalize(gl_NormalMatrix * 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_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_TexCoord[1] = gl_TextureMatrix[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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