[390] | 1 | uniform mat4 viewProjectionMatrix; |
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| 2 | uniform float numBones; |
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| 3 | uniform vec4 worldMatrix3x4Array[240]; |
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| 4 | uniform vec4 lightDiffuseColour; |
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| 5 | uniform vec4 ambient; |
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| 6 | uniform vec4 lightPos; |
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| 7 | |
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| 8 | attribute vec4 blendIndices; |
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| 9 | attribute vec4 blendWeights; |
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| 10 | |
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| 11 | |
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| 12 | void main() |
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| 13 | { |
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| 14 | vec3 blendPos = vec3(0,0,0); |
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| 15 | vec3 blendNorm = vec3(0,0,0); |
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| 16 | |
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| 17 | vec3 tmpPos = vec3(0,0,0); |
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| 18 | vec3 tmpNorm = vec3(0,0,0); |
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| 19 | |
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| 20 | |
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| 21 | int instanceOffset = int(gl_MultiTexCoord1.x) * 3 * int(numBones); |
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| 22 | for (int bone = 0; bone < 2; ++bone) |
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| 23 | { |
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| 24 | // perform matrix multiplication manually since no 3x4 matrices |
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| 25 | for (int row = 0; row < 3; ++row) |
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| 26 | { |
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| 27 | int idx = instanceOffset + int(blendIndices[bone]) * 3 + row; |
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| 28 | vec4 blendMatrixRow = worldMatrix3x4Array[idx]; |
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| 29 | tmpPos[row] = dot(blendMatrixRow, gl_Vertex); |
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| 30 | #if SHADOW_CASTER |
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| 31 | #else |
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| 32 | tmpNorm[row] = dot(blendMatrixRow.xyz, gl_Normal); |
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| 33 | #endif |
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| 34 | |
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| 35 | } |
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| 36 | // now weight this into final |
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| 37 | blendPos += tmpPos * blendWeights[bone]; |
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| 38 | #if SHADOW_CASTER |
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| 39 | #else |
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| 40 | blendNorm += tmpNorm * blendWeights[bone]; |
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| 41 | #endif |
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| 42 | } |
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| 43 | |
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| 44 | // apply view / projection to position |
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| 45 | gl_Position = viewProjectionMatrix * vec4(blendPos, 1); |
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| 46 | |
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| 47 | |
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| 48 | #if SHADOW_CASTER |
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| 49 | gl_FrontColor = ambient; |
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| 50 | #else |
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| 51 | // simple lighting model |
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| 52 | vec3 lightDir = normalize( |
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| 53 | lightPos.xyz - (blendPos.xyz * lightPos.w)); |
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| 54 | gl_FrontColor = ambient |
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| 55 | + clamp(dot(lightDir, blendNorm), 0.0, 1.0) * lightDiffuseColour; |
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| 56 | #endif |
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| 57 | gl_FrontSecondaryColor = vec4(0); |
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| 58 | gl_TexCoord[0] = gl_MultiTexCoord0; |
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| 59 | |
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| 60 | |
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| 61 | } |
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| 62 | |
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