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/* ---- Instantiated Attrs ---- */
in vec3 pos;
in vec3 nor;
/* ---- Per instance Attrs ---- */
in mat4 inst_obmat;
out vec4 finalColor;
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));
/* 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);
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
}
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