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1 | uniform vec4 worldMatrix3x4Array[240]; |
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2 | uniform mat4 viewProjectionMatrix; |
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3 | uniform vec4 lightPos; |
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4 | uniform vec4 ambient; |
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5 | uniform vec4 lightDiffuseColour; |
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6 | |
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7 | void main() |
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8 | { |
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9 | |
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10 | // transform by indexed matrix |
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11 | // perform matrix multiplication manually since no 3x4 matrices |
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12 | vec3 transformedPos; |
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13 | vec3 transformedNorm; |
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14 | int instanceOffset = int(gl_MultiTexCoord1.x) * 3; |
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15 | for (int row = 0; row < 3; ++row) |
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16 | { |
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17 | vec4 matrixRow = worldMatrix3x4Array[instanceOffset + row]; |
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18 | transformedPos[row] = dot(matrixRow, gl_Vertex); |
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19 | #if SHADOW_CASTER |
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20 | #else |
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21 | transformedNorm[row] = dot(matrixRow.xyz, gl_Normal); |
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22 | #endif |
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23 | |
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24 | } |
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25 | |
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26 | // view / projection |
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27 | gl_Position = viewProjectionMatrix * vec4(transformedPos,1); |
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28 | gl_TexCoord[0] = gl_MultiTexCoord0; |
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29 | gl_FrontSecondaryColor = vec4(0); |
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30 | |
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31 | #if SHADOW_CASTER |
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32 | gl_FrontColor = ambient; |
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33 | #else |
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34 | vec3 lightDir = normalize( |
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35 | lightPos.xyz - (transformedPos.xyz * lightPos.w)); |
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36 | gl_FrontColor = ambient + clamp(dot(lightDir, transformedNorm),0.0,1.0) * lightDiffuseColour; |
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37 | #endif |
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38 | |
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39 | } |
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