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52 lines
1.2 KiB
GLSL
52 lines
1.2 KiB
GLSL
#ifdef ENVMAP
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uniform mat4 u_texMatrix;
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#endif
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#ifdef SKIN
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uniform mat4 u_boneMatrices[64];
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#endif
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VSIN(ATTRIB_POS) vec3 in_pos;
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VSOUT vec4 v_color;
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VSOUT vec2 v_tex0;
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#ifdef ENVMAP
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VSOUT vec2 v_tex1;
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#endif
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VSOUT float v_fog;
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void
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main(void)
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{
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#ifdef SKIN
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vec3 SkinVertex = vec3(0.0, 0.0, 0.0);
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vec3 SkinNormal = vec3(0.0, 0.0, 0.0);
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for(int i = 0; i < 4; i++){
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SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];
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SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];
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}
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vec4 Vertex = u_world * vec4(SkinVertex, 1.0);
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gl_Position = u_proj * u_view * Vertex;
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vec3 Normal = mat3(u_world) * SkinNormal;
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#else
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vec4 Vertex = u_world * vec4(in_pos, 1.0);
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gl_Position = u_proj * u_view * Vertex;
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vec3 Normal = mat3(u_world) * in_normal;
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#endif
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v_tex0 = in_tex0;
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#ifdef ENVMAP
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v_tex1 = (u_texMatrix * vec4(Normal, 1.0)).xy;
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#endif
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v_color = in_color;
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v_color.rgb += u_ambLight.rgb*surfAmbient;
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v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
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// PS2 clamps before material color
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// PSP clamps after...maybe another constant for this?
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v_color = clamp(v_color, 0.0, 1.0);
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v_color *= u_matColor;
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v_fog = DoFog(gl_Position.w);
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}
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