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uniform mat4 u_boneMatrices[64];
uniform vec3 u_viewVec;
uniform vec4 u_rampStart;
uniform vec4 u_rampEnd;
uniform vec3 u_rimData;
layout(location = 0) in vec3 in_pos;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec4 in_color;
layout(location = 3) in vec2 in_tex0;
layout(location = 11) in vec4 in_weights;
layout(location = 12) in vec4 in_indices;
out vec4 v_color;
out vec2 v_tex0;
out float v_fog;
void
main(void)
{
vec3 SkinVertex = vec3(0.0, 0.0, 0.0);
vec3 SkinNormal = vec3(0.0, 0.0, 0.0);
for(int i = 0; i < 4; i++){
SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];
SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];
}
vec4 Vertex = u_world * vec4(SkinVertex, 1.0);
gl_Position = u_proj * u_view * Vertex;
vec3 Normal = mat3(u_world) * SkinNormal;
v_tex0 = in_tex0;
v_color = in_color;
v_color.rgb += u_ambLight.rgb*surfAmbient;
v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
// rim light
float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);
vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);
v_color.rgb += rimlight.rgb;
v_color = clamp(v_color, 0.0, 1.0);
v_color *= u_matColor;
v_fog = DoFog(gl_Position.z);
}
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