const char *neoRim_vert_src = "uniform vec3 u_viewVec;\n" "uniform vec4 u_rampStart;\n" "uniform vec4 u_rampEnd;\n" "uniform vec3 u_rimData;\n" "layout(location = 0) in vec3 in_pos;\n" "layout(location = 1) in vec3 in_normal;\n" "layout(location = 2) in vec4 in_color;\n" "layout(location = 3) in vec2 in_tex0;\n" "out vec4 v_color;\n" "out vec2 v_tex0;\n" "out float v_fog;\n" "void\n" "main(void)\n" "{\n" " vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" " gl_Position = u_proj * u_view * Vertex;\n" " vec3 Normal = mat3(u_world) * in_normal;\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.w);\n" "}\n" ;