#version 150 in vec4 vertex; in vec4 normal; in vec4 uv0; in vec4 uv1; // pose1pos in vec4 uv2; // pose1norm in vec4 uv3; // pose2pos in vec4 uv4; // pose2norm out vec2 oUv; out vec4 colour; uniform mat4 worldViewProj; uniform vec4 anim_t; uniform vec4 objSpaceLightPos; uniform vec4 ambient; // hardware pose animation (with normals) void main() { // interpolate position vec4 posinterp = vec4(pos + anim_t.x*uv1.xyz + anim_t.y*uv3.xyz, 1.0); // nlerp normal // nlerp normal // First apply the pose normals (these are actual normals, not offsets) vec3 ninterp = anim_t.x*uv2.xyz + anim_t.y*uv4.xyz; // Now add back any influence of the original normal // This depends on what the cumulative weighting left the normal at, if it's lacking or cancelled out //float remainder = 1.0 - min(anim_t.x + anim_t.y, 1.0); float remainder = 1.0 - min(length(ninterp), 1.0); ninterp = ninterp + (normal * remainder); 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); }