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author | erorcun <erorcunerorcun@hotmail.com.tr> | 2021-02-08 11:23:19 +0100 |
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committer | erorcun <erorcunerorcun@hotmail.com.tr> | 2021-02-08 11:23:19 +0100 |
commit | b464bb7fd43a86264e816e950ccac1d6845b0230 (patch) | |
tree | 1070200f94f1f7adf4ae26950011884e1956576d /src/extras/shaders/obj/neoRimSkin_vert.inc | |
parent | Use our synonyms for attack anims again (diff) | |
parent | reorganize shaders; use modulate flag; update librw (diff) | |
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Diffstat (limited to 'src/extras/shaders/obj/neoRimSkin_vert.inc')
-rw-r--r-- | src/extras/shaders/obj/neoRimSkin_vert.inc | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/src/extras/shaders/obj/neoRimSkin_vert.inc b/src/extras/shaders/obj/neoRimSkin_vert.inc new file mode 100644 index 00000000..01b739b2 --- /dev/null +++ b/src/extras/shaders/obj/neoRimSkin_vert.inc @@ -0,0 +1,45 @@ +const char *neoRimSkin_vert_src = +"uniform mat4 u_boneMatrices[64];\n" + +"uniform vec3 u_viewVec;\n" +"uniform vec4 u_rampStart;\n" +"uniform vec4 u_rampEnd;\n" +"uniform vec3 u_rimData;\n" + +"VSIN(ATTRIB_POS) vec3 in_pos;\n" + +"VSOUT vec4 v_color;\n" +"VSOUT vec2 v_tex0;\n" +"VSOUT float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n" +" vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n" +" for(int i = 0; i < 4; i++){\n" +" SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n" +" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n" +" }\n" + +" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n" +" gl_Position = u_proj * u_view * Vertex;\n" +" vec3 Normal = mat3(u_world) * SkinNormal;\n" + +" v_tex0 = in_tex0;\n" + +" v_color = in_color;\n" +" v_color.rgb += u_ambLight.rgb*surfAmbient;\n" +" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n" + +" // rim light\n" +" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n" +" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n" +" v_color.rgb += rimlight.rgb;\n" + +" v_color = clamp(v_color, 0.0, 1.0);\n" +" v_color *= u_matColor;\n" + +" v_fog = DoFog(gl_Position.z);\n" +"}\n" +; |