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author | Sergeanur <s.anureev@yandex.ua> | 2020-08-19 22:35:10 +0200 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2020-08-19 22:35:10 +0200 |
commit | dab6d6dd6d9f45435daf6634018fef3def0fe6e1 (patch) | |
tree | 751cb947cfbf76af048a05b0540bcfe0758eeea1 /src/extras/shaders/neoRimSkin_gl3.inc | |
parent | Merge branch 'master' into miami (diff) | |
parent | small stuff (diff) | |
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Diffstat (limited to 'src/extras/shaders/neoRimSkin_gl3.inc')
-rw-r--r-- | src/extras/shaders/neoRimSkin_gl3.inc | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/src/extras/shaders/neoRimSkin_gl3.inc b/src/extras/shaders/neoRimSkin_gl3.inc new file mode 100644 index 00000000..70948e1f --- /dev/null +++ b/src/extras/shaders/neoRimSkin_gl3.inc @@ -0,0 +1,50 @@ +const char *neoRimSkin_vert_src = +"uniform mat4 u_boneMatrices[64];\n" + +"uniform vec3 u_viewVec;\n" +"uniform vec4 u_rampStart;\n" +"uniform vec4 u_rampEnd;\n" +"uniform vec3 u_rimData;\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" +" 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" + +" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * SkinNormal;\n" + +" v_tex0 = in_tex0;\n" + +" v_color = in_color;\n" +" v_color.rgb += u_ambLight.rgb*surfAmbient;\n" +" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n" + +" // rim light\n" +" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n" +" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n" +" v_color.rgb += rimlight.rgb;\n" + +" v_color = clamp(v_color, 0.0, 1.0);\n" +" v_color *= u_matColor;\n" + +" v_fog = DoFog(gl_Position.z);\n" +"}\n" +; |