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
This commit is contained in:
Andrzej Kapolka
2007-05-10 20:35:27 +00:00
parent 1d8f04c43a
commit 8a0168760f
4 changed files with 532 additions and 56 deletions
+16 -23
View File
@@ -47,37 +47,30 @@ void main ()
// add up the vertex as transformed by each bone and scaled by each weight
#if BONES_PER_VERTEX == 1
vec4 skinVertex = boneTransforms[int(boneIndices)] * gl_Vertex * boneWeights;
vec4 skinNormal = boneTransforms[int(boneIndices)] * normal4 * boneWeights;
vec4 modelVertex = boneTransforms[int(boneIndices)] * gl_Vertex * boneWeights;
vec4 modelNormal = boneTransforms[int(boneIndices)] * normal4 * boneWeights;
#else
vec4 skinVertex = boneTransforms[int(boneIndices[0])] * gl_Vertex * boneWeights[0];
vec4 skinNormal = boneTransforms[int(boneIndices[0])] * normal4 * boneWeights[0];
vec4 modelVertex = boneTransforms[int(boneIndices[0])] * gl_Vertex * boneWeights[0];
vec4 modelNormal = boneTransforms[int(boneIndices[0])] * normal4 * boneWeights[0];
for (int ii = 1; ii < BONES_PER_VERTEX; ii++) {
skinVertex += boneTransforms[int(boneIndices[ii])] * gl_Vertex * boneWeights[ii];
skinNormal += boneTransforms[int(boneIndices[ii])] * normal4 * boneWeights[ii];
modelVertex += boneTransforms[int(boneIndices[ii])] * gl_Vertex * boneWeights[ii];
modelNormal += boneTransforms[int(boneIndices[ii])] * normal4 * boneWeights[ii];
}
#endif
// copy the texture coordinates from attribute to varying
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = gl_MultiTexCoord1;
// apply the standard transformation
gl_Position = gl_ModelViewProjectionMatrix * skinVertex;
gl_Position = gl_ModelViewProjectionMatrix * modelVertex;
// transform the vertex and normal into eye space
vec3 eyeVertex = vec3(gl_ModelViewMatrix * modelVertex);
vec3 eyeNormal = normalize(vec3(gl_ModelViewMatrixInverseTranspose * modelNormal));
// eye space 'z' is the standard fog coordinate
gl_FogFragCoord = -dot(gl_ModelViewMatrixTranspose[2], skinVertex);
gl_FogFragCoord = -eyeVertex.z;
// transform the normal into eye space
vec3 eyeNormal = normalize(vec3(gl_ModelViewMatrixInverseTranspose * skinNormal));
// set gl_FrontColor based on vertex, normal and light parameters
SET_FRONT_COLOR
// set gl_FrontColor based on normal and light parameters
gl_FrontColor.rgb =
gl_FrontLightProduct[0].ambient.rgb +
gl_FrontLightProduct[0].diffuse.rgb *
max(dot(eyeNormal, gl_LightSource[0].position.xyz), 0.0) +
gl_FrontLightProduct[1].ambient.rgb +
gl_FrontLightProduct[1].diffuse.rgb *
max(dot(eyeNormal, gl_LightSource[1].position.xyz), 0.0);
gl_FrontColor.a = gl_FrontMaterial.diffuse.a;
// set the varying texture coordinates
SET_TEX_COORDS
}