uniform mat4 u_texMatrix; attribute vec3 in_pos; attribute vec3 in_normal; attribute vec4 in_color; attribute vec2 in_tex0; varying vec4 v_color; varying vec2 v_tex0; varying vec2 v_tex1; varying float v_fog; void main(void) { vec4 V = u_world * vec4(in_pos, 1.0); gl_Position = u_proj * u_view * V; vec3 N = mat3(u_world) * in_normal; v_tex0 = in_tex0; v_tex1 = (u_texMatrix * vec4(N, 1.0)).xy; v_color = in_color; v_color.rgb += u_ambLight.rgb*surfAmbient; #ifdef DIRECTIONALS for(int i = 0; i < MAX_LIGHTS; i++){ if(u_directLights[i].enabled == 0.0) break; v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse; } #endif #ifdef POINTLIGHTS for(int i = 0; i < MAX_LIGHTS; i++){ if(u_pointLights[i].enabled == 0.0) break; v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse; } #endif #ifdef SPOTLIGHTS for(int i = 0; i < MAX_LIGHTS; i++){ if(u_spotLights[i].enabled == 0.0) break; v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse; } #endif v_color = clamp(v_color, 0.0f, 1.0); v_color *= u_matColor; v_fog = DoFog(gl_Position.w); }