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