/* ---- Instantiated Attrs ---- */ in vec3 pos; in vec3 nor; /* ---- Per instance Attrs ---- */ in mat4 inst_obmat; out vec4 finalColor; flat out int inverted; void main() { vec4 bone_color, state_color; mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color); /* This is slow and run per vertex, but it's still faster than * doing it per instance on CPU and sending it on via instance attribute. */ mat3 normal_mat = transpose(inverse(mat3(model_mat))); vec3 normal = normalize(normal_world_to_view(normal_mat * nor)); inverted = int(dot(cross(model_mat[0].xyz, model_mat[1].xyz), model_mat[2].xyz) < 0.0); /* 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(state_color.rgb, bone_color.rgb, fac * fac); finalColor.a = 1.0; vec4 worldPosition = model_mat * vec4(pos, 1.0); gl_Position = ViewProjectionMatrix * worldPosition; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(worldPosition.xyz); #endif }