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-rw-r--r--src/extras/shaders/neoRimSkin.vert48
1 files changed, 48 insertions, 0 deletions
diff --git a/src/extras/shaders/neoRimSkin.vert b/src/extras/shaders/neoRimSkin.vert
new file mode 100644
index 00000000..f16f2310
--- /dev/null
+++ b/src/extras/shaders/neoRimSkin.vert
@@ -0,0 +1,48 @@
+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);
+}