diff options
Diffstat (limited to 'src/extras/shaders/neoRimSkin.vert')
-rw-r--r-- | src/extras/shaders/neoRimSkin.vert | 48 |
1 files changed, 48 insertions, 0 deletions
diff --git a/src/extras/shaders/neoRimSkin.vert b/src/extras/shaders/neoRimSkin.vert new file mode 100644 index 00000000..f16f2310 --- /dev/null +++ b/src/extras/shaders/neoRimSkin.vert @@ -0,0 +1,48 @@ +uniform mat4 u_boneMatrices[64]; + +uniform vec3 u_viewVec; +uniform vec4 u_rampStart; +uniform vec4 u_rampEnd; +uniform vec3 u_rimData; + +layout(location = 0) in vec3 in_pos; +layout(location = 1) in vec3 in_normal; +layout(location = 2) in vec4 in_color; +layout(location = 3) in vec2 in_tex0; +layout(location = 11) in vec4 in_weights; +layout(location = 12) in vec4 in_indices; + +out vec4 v_color; +out vec2 v_tex0; +out float v_fog; + +void +main(void) +{ + vec3 SkinVertex = vec3(0.0, 0.0, 0.0); + vec3 SkinNormal = vec3(0.0, 0.0, 0.0); + for(int i = 0; i < 4; i++){ + SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i]; + SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i]; + } + + vec4 Vertex = u_world * vec4(SkinVertex, 1.0); + gl_Position = u_proj * u_view * Vertex; + vec3 Normal = mat3(u_world) * SkinNormal; + + v_tex0 = in_tex0; + + v_color = in_color; + v_color.rgb += u_ambLight.rgb*surfAmbient; + v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse; + + // rim light + float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec); + vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0); + v_color.rgb += rimlight.rgb; + + v_color = clamp(v_color, 0.0, 1.0); + v_color *= u_matColor; + + v_fog = DoFog(gl_Position.z); +} |