#version 150 in vec4 vertex; in vec3 normal; in vec4 uv0; in vec4 uv1; // pos2 in vec4 uv2; // normal2 out vec4 colour; // out vec2 oUv; uniform mat4 worldViewProj; uniform vec4 anim_t; uniform vec4 objSpaceLightPos; uniform vec4 ambient; // hardware morph animation (with normals) void main() { // interpolate position vec4 posinterp = vec4(vertex.xyz + anim_t.x*(uv1.xyz - vertex.xyz), 1.0); // nlerp normal vec3 ninterp = normal + anim_t.x*(uv2.xyz - normal); ninterp = normalize(ninterp); gl_Position = worldViewProj * posinterp; // oUv = uv0.xy; vec3 lightDir = normalize( objSpaceLightPos.xyz - (posinterp.xyz * objSpaceLightPos.w)); // Colour it red to make it easy to identify float lit = clamp(dot(lightDir, ninterp), 0.0, 1.0); colour = vec4((ambient.rgb + vec3(lit,lit,lit)) * vec3(1.0,0.0,0.0), 1.0); }