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1 | #version 150 |
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2 | |
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3 | uniform mat4 viewProjectionMatrix; |
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4 | uniform float numBones; |
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5 | uniform vec4 worldMatrix3x4Array[240]; |
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6 | uniform vec4 lightDiffuseColour; |
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7 | uniform vec4 ambient; |
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8 | uniform vec4 lightPos; |
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9 | |
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10 | in vec4 blendIndices; |
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11 | in vec4 blendWeights; |
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12 | |
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13 | in vec4 vertex; |
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14 | in vec3 normal; |
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15 | in vec4 uv0; |
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16 | in vec4 uv1; |
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17 | out vec4 colour; |
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18 | out vec4 oUv0; |
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19 | out vec4 oUv1; |
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20 | |
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21 | void main() |
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22 | { |
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23 | vec3 blendPos = vec3(0); |
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24 | vec3 blendNorm = vec3(0); |
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25 | vec3 tmpPos = vec3(0); |
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26 | vec3 tmpNorm = vec3(0); |
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27 | |
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28 | int instanceOffset = int(uv1.x) * 3 * int(numBones); |
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29 | for (int bone = 0; bone < 2; ++bone) |
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30 | { |
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31 | // perform matrix multiplication manually since no 3x4 matrices |
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32 | for (int row = 0; row < 3; ++row) |
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33 | { |
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34 | int idx = instanceOffset + int(blendIndices[bone]) * 3 + row; |
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35 | vec4 blendMatrixRow = worldMatrix3x4Array[idx]; |
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36 | tmpPos[row] = dot(blendMatrixRow, gl_Vertex); |
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37 | #if SHADOW_CASTER |
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38 | #else |
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39 | tmpNorm[row] = dot(blendMatrixRow.xyz, gl_Normal); |
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40 | #endif |
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41 | } |
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42 | // now weight this into final |
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43 | blendPos += tmpPos * blendWeights[bone]; |
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44 | #if SHADOW_CASTER |
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45 | #else |
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46 | blendNorm += tmpNorm * blendWeights[bone]; |
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47 | #endif |
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48 | } |
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49 | |
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50 | // apply view / projection to position |
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51 | gl_Position = viewProjectionMatrix * vec4(blendPos, 1); |
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52 | |
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53 | #if SHADOW_CASTER |
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54 | colour = ambient; |
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55 | #else |
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56 | // simple lighting model |
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57 | vec3 lightDir = normalize( |
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58 | lightPos.xyz - (blendPos.xyz * lightPos.w)); |
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59 | colour = ambient |
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60 | + clamp(dot(lightDir, blendNorm), 0.0, 1.0) * lightDiffuseColour; |
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61 | #endif |
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62 | colour = vec4(0); |
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63 | oUv0 = uv0; |
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64 | } |
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