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-rw-r--r--src/extras/shaders/obj/neoRimSkin_vert.inc45
1 files changed, 45 insertions, 0 deletions
diff --git a/src/extras/shaders/obj/neoRimSkin_vert.inc b/src/extras/shaders/obj/neoRimSkin_vert.inc
new file mode 100644
index 00000000..01b739b2
--- /dev/null
+++ b/src/extras/shaders/obj/neoRimSkin_vert.inc
@@ -0,0 +1,45 @@
+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"
+
+"VSIN(ATTRIB_POS) vec3 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT 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"
+;