uniform mat3 NormalMatrix; uniform mat4 ViewMatrixInverse; uniform mat4 ViewProjectionMatrix; uniform mat4 ViewMatrix; uniform mat4 ProjectionMatrix; /* ---- Instantiated Attrs ---- */ in vec3 pos; in vec3 nor; /* ---- Per instance Attrs ---- */ 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; vec4 worldPosition = InstanceModelMatrix * vec4(pos, 1.0); gl_Position = ViewProjectionMatrix * worldPosition; #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(worldPosition.xyz); #endif }