librw/src/gl/shaders/skin_gl3.inc

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const char *skin_vert_src =
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"uniform mat4 u_boneMatrices[64];\n"
"layout(location = 0) in vec3 in_pos;\n"
"layout(location = 1) in vec3 in_normal;\n"
"layout(location = 2) in vec4 in_color;\n"
"layout(location = 3) in vec2 in_tex0;\n"
"layout(location = 11) in vec4 in_weights;\n"
"layout(location = 12) in vec4 in_indices;\n"
"out vec4 v_color;\n"
"out vec2 v_tex0;\n"
"out float v_fog;\n"
"void\n"
"main(void)\n"
"{\n"
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" vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n"
" vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n"
" for(int i = 0; i < 4; i++){\n"
" SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n"
" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n"
" }\n"
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" vec4 V = u_world * vec4(SkinVertex, 1.0);\n"
" gl_Position = u_proj * u_view * V;\n"
" vec3 N = mat3(u_world) * SkinNormal;\n"
" v_color = in_color;\n"
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" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
"#ifdef DIRECTIONALS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_directLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef POINTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_pointLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef SPOTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_spotLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
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"#endif\n"
" v_color *= u_matColor;\n"
" v_tex0 = in_tex0;\n"
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" v_fog = DoFog(gl_Position.z);\n"
"}\n"
;