Files
librw-vita/src/gl/shaders/skin.vert
T
2020-10-22 18:32:47 +02:00

55 lines
1.5 KiB
GLSL

void main(
float3 in_pos,
float3 in_normal,
float4 in_color,
float2 in_tex0,
float4 in_weights,
float4 in_indices,
uniform float4x4 u_wvp,
uniform float4x4 u_world,
uniform float4 u_ambLight,
uniform float4 u_surfProps,
uniform float4 u_fogData,
uniform float4 u_matColor,
uniform float4 u_lightParams[MAX_LIGHTS],
uniform float4 u_lightDirection[MAX_LIGHTS],
uniform float4 u_lightColor[MAX_LIGHTS],
uniform float4x4 u_boneMatrices[64],
float4 out v_color : COLOR0,
float2 out v_tex0 : TEXCOORD0,
float out v_fog : FOG,
float4 out gl_Position : POSITION
) {
float3 SkinVertex = float3(0.0, 0.0, 0.0);
float3 SkinNormal = float3(0.0, 0.0, 0.0);
for(int i = 0; i < 4; i++){
SkinVertex += (mul(float4(in_pos, 1.0), u_boneMatrices[int(in_indices[i])])).xyz * in_weights[i];
SkinNormal += mul(in_normal, float3x3(u_boneMatrices[int(in_indices[i])])) * in_weights[i];
}
gl_Position = mul(float4(SkinVertex, 1.0), u_wvp);
float3 Normal = mul(SkinNormal, float3x3(u_world));
v_tex0 = in_tex0;
v_color = in_color;
v_color.rgb += u_ambLight.rgb*surfAmbient;
float3 color = float3(0.0, 0.0, 0.0);
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_lightParams[i].x == 0.0)
break;
if(u_lightParams[i].x == 1.0){
// direct
float l = max(0.0, dot(Normal, -u_lightDirection[i].xyz));
color += l*u_lightColor[i].rgb;
}
}
v_color.rgb += color*surfDiffuse;
v_color = clamp(v_color, 0.0, 1.0);
v_color *= u_matColor;
v_fog = DoFog(gl_Position.z, u_fogData);
}