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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
}
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