Much work to reconfigure shaders automatically based on the model's
current JME state set. git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@237 ed5b42cb-e716-0410-a449-f6a68f950b19
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+16
-23
@@ -47,37 +47,30 @@ void main ()
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// add up the vertex as transformed by each bone and scaled by each weight
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#if BONES_PER_VERTEX == 1
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vec4 skinVertex = boneTransforms[int(boneIndices)] * gl_Vertex * boneWeights;
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vec4 skinNormal = boneTransforms[int(boneIndices)] * normal4 * boneWeights;
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vec4 modelVertex = boneTransforms[int(boneIndices)] * gl_Vertex * boneWeights;
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vec4 modelNormal = boneTransforms[int(boneIndices)] * normal4 * boneWeights;
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#else
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vec4 skinVertex = boneTransforms[int(boneIndices[0])] * gl_Vertex * boneWeights[0];
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vec4 skinNormal = boneTransforms[int(boneIndices[0])] * normal4 * boneWeights[0];
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vec4 modelVertex = boneTransforms[int(boneIndices[0])] * gl_Vertex * boneWeights[0];
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vec4 modelNormal = boneTransforms[int(boneIndices[0])] * normal4 * boneWeights[0];
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for (int ii = 1; ii < BONES_PER_VERTEX; ii++) {
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skinVertex += boneTransforms[int(boneIndices[ii])] * gl_Vertex * boneWeights[ii];
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skinNormal += boneTransforms[int(boneIndices[ii])] * normal4 * boneWeights[ii];
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modelVertex += boneTransforms[int(boneIndices[ii])] * gl_Vertex * boneWeights[ii];
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modelNormal += boneTransforms[int(boneIndices[ii])] * normal4 * boneWeights[ii];
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}
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#endif
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// copy the texture coordinates from attribute to varying
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[1] = gl_MultiTexCoord1;
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// apply the standard transformation
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gl_Position = gl_ModelViewProjectionMatrix * skinVertex;
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gl_Position = gl_ModelViewProjectionMatrix * modelVertex;
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// transform the vertex and normal into eye space
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vec3 eyeVertex = vec3(gl_ModelViewMatrix * modelVertex);
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vec3 eyeNormal = normalize(vec3(gl_ModelViewMatrixInverseTranspose * modelNormal));
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// eye space 'z' is the standard fog coordinate
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gl_FogFragCoord = -dot(gl_ModelViewMatrixTranspose[2], skinVertex);
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gl_FogFragCoord = -eyeVertex.z;
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// transform the normal into eye space
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vec3 eyeNormal = normalize(vec3(gl_ModelViewMatrixInverseTranspose * skinNormal));
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// set gl_FrontColor based on vertex, normal and light parameters
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SET_FRONT_COLOR
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// set gl_FrontColor based on normal and light parameters
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gl_FrontColor.rgb =
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gl_FrontLightProduct[0].ambient.rgb +
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gl_FrontLightProduct[0].diffuse.rgb *
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max(dot(eyeNormal, gl_LightSource[0].position.xyz), 0.0) +
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gl_FrontLightProduct[1].ambient.rgb +
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gl_FrontLightProduct[1].diffuse.rgb *
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max(dot(eyeNormal, gl_LightSource[1].position.xyz), 0.0);
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gl_FrontColor.a = gl_FrontMaterial.diffuse.a;
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// set the varying texture coordinates
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SET_TEX_COORDS
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}
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