diff options
Diffstat (limited to 'source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl | 37 |
1 files changed, 37 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl new file mode 100644 index 00000000000..505868c9dcf --- /dev/null +++ b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl @@ -0,0 +1,37 @@ + +uniform mat3 NormalMatrix; +uniform mat4 ViewMatrixInverse; +uniform mat4 ViewProjectionMatrix; + +uniform mat4 ViewMatrix; +uniform mat4 ProjectionMatrix; +uniform vec2 viewportSize; + +/* ---- Instanciated Attribs ---- */ +in vec3 pos; +in vec3 nor; + +/* ---- Per instance Attribs ---- */ +in mat4 InstanceModelMatrix; +in vec3 boneColor; +in vec3 stateColor; + +out vec4 finalColor; + +void main() +{ + mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix))); + vec3 normal = normalize(NormalMatrix * nor); + + /* Do lighting at an angle to avoid flat shading on front facing bone. */ + const vec3 light = vec3(0.1, 0.1, 0.8); + float n = dot(normal, light); + + /* Smooth lighting factor. */ + const float s = 0.2; /* [0.0-0.5] range */ + float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0); + finalColor.rgb = mix(stateColor, boneColor, fac); + finalColor.a = 1.0; + + gl_Position = ViewProjectionMatrix * (InstanceModelMatrix * vec4(pos, 1.0)); +} |